Way of the Wicked (Group 2) (Inactive)

Game Master Whack-a-Rogue

"Lord's Dalliance" Inn
Aldencross
Ambush

Loot Tracker


351 to 400 of 682 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>

Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

"The cardinal seems to have all the cool toys," Saranda jokes, walking over to it.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Robin approaches the rack, checking if it shows signs of use or seems new.
I guess that settles that. We don't really have someone to use this on...yet. So, the other door, first?

Glancing around once more, she then returns to the door, gesturing in sign language:"Shall we?"


The rack doesn't appear to have been used in quite some time. Or maybe it's just been cleaned extremely thoroughly. Hard to say.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Hecate looks around, puzzled. "This, um, doesn't seem like much of a test - what are we missing?"


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

'I believe we are missing whoever needs to be put on that device. We may need to backtrack later, if we find a suitable person. I suppose it's a test of wether we can go through with cruelty or will show weakness. Or it's a kinky place for Saranda to reward her slave for the potion. But the cardinal could hardly have known that!', Robin states, adding a mental chuckle on the later part.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Hecate gives a weak smile at Robin's humour; she's hoping they don't have to put it to use. The memory of her own torture at Branderscar is slightly too recent in her mind.

"So, onwards?"

Let's see what's behind door 2!


Along with the standard oil lantern, this room contains a pair of mithril serpents. As soon as the door opens, they hiss and begin slithering toward you.

The door to the south is barred. Full-round action to remove.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Init? They don't seem friendly...or did we surprise them?


No need for Initiative rolls; I typically handle them myself to save time. In this case, I'm handwaving that you go first, as this has the potential to be a nasty fight. #goodguyGM No surprise round, though, as it's been a while since you burned the door down. ;-)


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Prudently stepping behind Grumblejack, Hecate peeps out to get a look at the things, hoping to determine what they are and if they have any weaknesses.

Knowledge (arcana): 1d20 + 11 ⇒ (17) + 11 = 28

She shares the information with her companions.


The serpents are definitely constructs. As such, you're not particularly sure of their capabilities.
Know(engineering) is what you need.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

A matter of might, is it. Is that...Mithril? They move so easily, so fluid. I was wrong. The cardinal spends quite a bit on outfitting his gauntlet if we're supposed to destroy these.

Without hesitation, Robin slings a bolt of flame at the metallic Snake further away, while urging her companion forward to hold the other one's attention.

Fiery blast, ranged Touch: 1d20 + 3 ⇒ (14) + 3 = 17 Burn!: 1d6 ⇒ 5 Technically, Reflex save to avoid catching on fire, but no idea if that applies to metal constructs-

Her snake-like ally slither forward and bites at his metal adversary.
Bite: 1d20 ⇒ 18 1d4 + 1 ⇒ (3) + 1 = 4

Also spending a SP to allow Companion to remain without Concentration.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

With a wave of her hand, Hecate brings forth from the realms of Hell a fiendish creature, all stings and claws and carapace. The scorpion menaces the nearest cobra.

It doesn't get to attack this round, but it can take AoO's. It will also give a flanking bonus to Robin's ally.


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

Summoning a glob of acid in her hand, Saranda lobs it at one of the snakes.

Acid Splash: 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d3 ⇒ 2


Robin SR DC 13: 1d20 + 2 ⇒ (20) + 2 = 22
Reflex: 1d20 + 4 ⇒ (2) + 4 = 6

GM Rolls:
Bite (robin/companion): 2d20 + 3 ⇒ (1, 17) + 3 = 21 Damage: 1d6 + 1 ⇒ (3) + 1 = 4

The constructs seem to be naturally resistant to magic, but Robin's fire manages to punch through nontheless. Her target begins to burn as Saranda follows up with a glob of acid. The snake slithers forward and strikes at Robin, but she's easily able to avoid the metal fangs. The other serpent tries to take a bite out of Robin's companion.

Bottom construct hits AC 20 for 4pts damage. If that connects, Fort DC 11 vs 1d2 Dex damage from poison.

Top Snake: 7pts damage, burning


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Sweet. Companion has his statline near top of my Profile if you need info from it: relevant part: => AC 21, 12/12 HP, Fort 1, Refl 8(Evasion), Will 3, +8 Bite 1d4+1(20/x2) and +8 Tail Slap 1d4+1(20/x2) - so it seems my snakey manages to dodge :)

Shocked that the creature would actually assail her, Robin takes a step back, before calling more fire and directing it at the metallic snake.
MELT!
Ranged Touch: 1d20 + 4 ⇒ (11) + 4 = 15 More fiery death!: 2d6 ⇒ (2, 5) = 7
[dice=SR 13(I guess each blast is a new "instance")]1d20+2[/dice]
Wild Magic: 1d100 ⇒ 8 AND WE HAVE A WINNER!

Spending one Spell Point to empower to 2d6 damage. Triggering Wild Magic for the first time.

Robin's companion, meanwhile, struggles to actually find vulnerable parts in the metallic enemy. I assume they have DR of some sort if it did no damage? or did 18 not hit? If so, sorry, I forgot to add the bonus to the roll...
As such, it decides to fight defensively, opting to keep the enemy occupied until such time it's Mistress can divert her attention to it.
+2 to AC
Bite: 1d20 + 4 + 2 ⇒ (19) + 4 + 2 = 25 1d4 + 1 ⇒ (1) + 1 = 2
Tail Slap: 1d20 + 4 + 2 ⇒ (9) + 4 + 2 = 15 1d4 + 1 ⇒ (3) + 1 = 4


They have DR.

Wild Magic: 1d100 ⇒ 13 1d4 ⇒ 4

The room begins to fill with the sound of Infernal chanting. It appears to be some kind of ritualistic prayer. (anyone who spends a full-round action to chant along gains a +2 infernal bonus to attack rolls as long as you remain in this room)

Robin's blast melts a vital component on the construct, and it ceases to function.

Waiting on Hecate/Saranda


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

Saranda moves to attack the other snake construct, laughing as she hears the sweet sound of the infernal chanting, "Burn, burn!" she shouts at the construct.

Burning Hands: 2d4 ⇒ (2, 4) = 6

DC 16 Reflex Save


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Hecate stays out the way, but the scorpion she summoned springs into the attack.

Flanking with Robin's companion

Claw: 1d20 + 2 + 2 ⇒ (11) + 2 + 2 = 15
Damage: 1d3 ⇒ 1

Claw: 1d20 + 2 + 2 ⇒ (15) + 2 + 2 = 19
Damage: 1d3 ⇒ 2

Sting: 1d20 + 2 + 2 ⇒ (16) + 2 + 2 = 20
Damage: 1d3 ⇒ 1

Unfortunately its attacks can only scrabble against the hard metal exterior of the constructs.

I'm assuming that doesn't get through whatever DR they have. The sting is poisonous, but I'm assuming that also doesn't have any effect!

Hecate bites her lip. She's livid with herself for not knowing anything about them, and makes a resolution that - once they're out of here - she's going to go through the Cardinal's library and scoop up every book on engineering that she can find.


I've moved Saranda's icon to an appropriate position.

Reflex: 1d20 + 4 ⇒ (19) + 4 = 23
Bite: 1d20 + 3 ⇒ (1) + 3 = 4 Damage: 1d6 + 1 ⇒ (6) + 1 = 7

Hecate's summoned minion narrowly misses the metal serpent, but Saranda manages to singe it. The construct's retaliatory bite doesn't even come close to connecting with its target.

Snake: 3pts damage


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

The summoned scorpion attacks (in vain) once more, before vanishing into the Infernity whence it came.

Claw: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d3 ⇒ 2

Claw: 1d20 + 4 ⇒ (2) + 4 = 6
Damage: 1d3 ⇒ 2

Sting: 1d20 + 4 ⇒ (5) + 4 = 9
Damage: 1d3 ⇒ 3

Hecate frowns. She's going to need more - and better - minions at her command, and soon.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Robin's companion attacks once more, staying defensive, and it's half-hearted attacks don't even come close to connecting now. It then slithers back slightly, disengaging from the metal snake to clear the way for Robin's blast.
Bite: 1d20 + 8 ⇒ (3) + 8 = 11 Teeth: 1d4 + 1 ⇒ (2) + 1 = 3
Tail: 1d20 + 8 ⇒ (2) + 8 = 10 Slap: 1d4 + 1 ⇒ (2) + 1 = 3
Unfortunately, Robin misinterpreted the metallic snakes movement, failing to properly lead her target when another burst of flame originated from her and slammed into the southern wall.
Burn: 1d20 + 4 ⇒ (6) + 4 = 10 Fire: 1d6 ⇒ 5
Cursing in her mind, Robin takes just a moment to throw a disapproving glance at Grumblejack.

In such cases I need to alternate who goes first, or I take a penalty for firing into melee. Should I simply roll for who goes first, or would you prefer a fixed order for the rolls(my rolls, companions rolls)?


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

Saradana throw another glob of acid, seeming pretty effective for a cantrip.

Attack: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d3 ⇒ 3


@Robin: I assume characters are intelligent enough to utilize basic tactics. You and your companion can act in whatever order you desire.

GM Rolls:
Grumblejack: 1d20 + 7 ⇒ (20) + 7 = 27 Damage: 2d8 + 7 ⇒ (5, 6) + 7 = 18
Confirm: 1d20 + 7 ⇒ (17) + 7 = 24 Extra Damage: 2d8 + 7 ⇒ (5, 3) + 7 = 15

Aaaand... Grumblejack gets a confirmed critical.
Saranda's acid corrodes part of the construct's body, then Grumblejack saunters into the room and hits the snake hard enough to leave a dent in the floor. Grinning, he flexes his sizeable muscles. "Except for that nasty lady, Grumblejack like this place. Is good sport."

The mithril is worth 1000gp, by the way.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Hecate blinks. "Grumblejack, I'm, um, I'm glad you're on our side."

Diplomacy: 1d20 + 2 ⇒ (16) + 2 = 18

She hastily scoops up the mithral. "This is worth a lot - we should hang on to this."

I can't wear armour but I'm sure one of us can find a use for the mithral!


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Hang on...if the cardinal lets us...he may need that for another set of snakes for the next candidates..., Robin thinks, but does not speak up.
Instead, she gives Grumblejack a thumbs-up and smiles at him, before moving over and petting her companion. Not that the otherworldly primal existance within had any understanding of a sign of affection, but it seemed natural to her.
Then she looks around the room. Only one exit. Could it be more trickery? This room seemed straightforward. Bold, she approaches the door, half expecting a trap to trigger when she attempts to open it.

Thank you. I just didn't want to have a situation where companion acts first with no chance to damage and bad rolls, then I crit with a empowered attack and it seems fishy because I usually do my action first, if there's no reason for companion to do so.


Behind the door is a short corridor terminating at (unsurprisingly) an inscribed wooden door. "Suffer not the fool. Stupidity is our faith's cardinal sin."

Inside is a square chamber lit by an oil lantern. A staircase to the east leads upward. In the center of the room is a podium, atop which rests a pendant of silver - a dragon with sapphire eyes.


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

"O' Grumble, you never let us down. Those snakes were like squish!"


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

"Interesting. Looks like what we were sent to find; only, um, I didn't think it would be in plain sight - and the inscription on the door says not to be stupid."

Hecate stays where she is at the edge of the room and mutters under her breath, casting a spell of some sort. Nothing happens. She just stares intently at everything.

Casting Detect Magic, taking time to scry the pendant and the room.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

'I concur. It seems TOO easy. Either it's trapped, or fake...maybe both.'
Now would be an excellent time for that mage hand thingie, unless that pendant is magical


Hecate doesn't detect any magic in the room.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Didn't prepare Mage Hand today... ><

Stepping carefully up towards the pendant, Hecate stops as soon as she's able to see it. She looks at it closely.

Appraise: 1d20 + 9 ⇒ (18) + 9 = 27


While the pendant is made of silver, its "sapphire" eyes are actually colored glass.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Hey, just realised that Prestidigitation can "slowly lift 1 pound of material" so will go with that. Great spell!

"Hm. Not sapphire, but it is silver. Could be valuable."

Stepping back to the doorway, ready to run, Hecate chants the command words and the pendant slowly rises, drifting towards her outstretched hand.


The pendant ssslllooowwwlllyyy floats into Hecate's hand. Upon closer examination, it's probably not worth very much (5gp). The room remains quiet and still.


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

"Valuable, but I don't think that is what he want's. well, we could always pawn it, maybe decorate a slave with it to remember their names, I have hard time remembering them," she looks to her slave, "Right Juuuuuuuudddddyyyy?"

Saranda overall, looks around the room for anything of use, going around the perimeter walls.

Perception: 1d20 + 3 ⇒ (19) + 3 = 22


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Is that a door on the North of the room? If so, let's have Robin use her 'lockpicks'...


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

I think that's where we entered, considering the stairs being mentioned. I can't help but feel like it's another trap, with the "warning" on the door and this pendant being fake. I was considering action but I think I'll wait and see if Saranda finds something at the walls, before heading to the stairs.

Robin ponders the message inscribed on the door, watching Hecate and Saranda reading their lips, not feeling a need to interact, when they seemingly draw the same conclusion she does.


Robin's correct: you entered through the north door.

Almost immediately, Saranda finds a sliding wall panel in the western wall. It's untrapped and opens to reveal an L-shaped corridor.

If Saranda elects to continue checking the walls, she'll find nothing on the south wall.


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

"And look what we have here. A secret passage. Looks like this is the way."


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Hecate nods, mutely, and follows the others.


The passageway leads to another door. "Secrecy is our greatest ally. Exposure brings death."

The room beyond is completely dark.

Those with Darkvision:
In the center of the room is a patch of bare earth surrounded by a two-inch-tall brick circle. From the soil grows a man-sized purple mushroom with a strange bulbous cap. Another door is located on the western wall. (feel free to look under the map spoiler)


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

Robin touches Hecate and Saranda. 'Lets talk like this...I would not want to risk either of you making noise. Hecate, there's some purple mushroom in there, in a patch of earth contained by a brick circle. Do you have any idea what that could be? Would it be save to blast it? Even if we can sneak along the wall, I'm not certain Grumble could-'


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Um...

Hecate's uncertainty comes across even more in telepathic form.

She racks her brains to think what this mushroom might be.

Knowledge (dungeoneering or nature): 1d20 + 10 ⇒ (8) + 10 = 18


Hecate recognizes the plant as a Shrieker Mushroom. Highly sensitive to light and movement, they emit a deafening scream if disturbed.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

OK... it sounds like a shrieker mushroom. They're, um, sensitive to light and movement and they give off a deafening scream if you disturb them. So, um, let's not do that.

She looks unhappy. She's trusted these two with her life up to this point, but now she's having to put herself completely in their hands. You're going to have to lead me - I don't have any spell that lets me see in the dark. Yet. First thing she does when she gets out of here, she's researching one.

Correction. Second thing. First thing is reading up on golems.

Deep breath. OK. Let's do this.


Sphere Oracle HP: 10/10 | SP 5/5 (Magical Signs, Wild Magic) | AC:12 / T:12 / FF:10 | Fort: 2, Ref: 2, Will: 3(diverse boni) | CMD: 11 | Init: 4, Perception: 1
Ongoing effects:
none

'Light AND movement? Or Light OR Movement? Important distinction right there unless we want grumble to wait here. You seem reluctant about being led. It's simple actually. Grab the wall to your right and follow it to the next door. If we intend to inch along slowly, pressed against the wall, I won't be faster regardless of being able to see.
Robin considers a moment, then adds:'Still, wouldn't want to trigger some light by brushing against the wrong stone...I'll use the orb we found earlier to reinforce the darkness...so tell me when you're ready...I suggest you keep between me and Saranda.'

Quick poll: Have Grumble try or wait here? If the deafening scream is meant to be some kind of alarm, maybe we could get rid of the danger, then bring him with us, if we make it past.


Female Human Wizard 4 (portrait) HP 28/28 | AC 12 [T 12 FF 10] | CMB 1 | CMD 13 | F +4 R +3 W +4 | Init +2 | Percep +0 | Active Conditions: None

Oh, I meant that they're sensitive to light AND they're sensitive to movement - so don't do either near them.

Guessing that's what DM means

Also, Take 20 on Stealth? Not sure how long we've been down here but we've got the time in hand - I think! If we can take 20 then even Grumblejack can probably make it without problems. I'd hate to leave him behind - but I'd hate even more to have him set off the shrieker...


Sorcerer (Infernal) 3 // HP:20/20 //AC:13 //Fort:+2 Ref:+3 Will:+6 //FF:11 //T:12 //BAB:+1 //CMB:+0 //CMD:12 //Corrupting Touch:8/8 //Spells 1st:6/6 //2nd:2/2 Init:+6 //Perc:+3

Saranda holds on to Robin's shoulder, "Sounds like a plan. We'll eat h your back. This has to be another damned trap, seems to be a theme here."

"Grumble, stay behind while we take care of this shroom."


There's a negative consequence for failure, so Take 20 isn't permitted. You can Take 10, though. If you want to risk it....

351 to 400 of 682 << first < prev | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Do More Evil Things All Messageboards

Want to post a reply? Sign in.