Aubrey's Other Eberron Campaign - The Unbinding (Inactive)

Game Master Aubrey the Malformed


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Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

The Depths

Vaard narrows his eyes at the Beast, seeing it for what it is now, the bloom having come off of the rose for him.

"Nalverren wishes to know more about you. Perhaps as well you can explain why doing nothing is not also a way to nudge the Prophecy along... what I mean is does doing nothing also not move the Prophecy along in some way where one has a part to play in the Prophecy as it unfolds?"

Diplomacy 1d20 + 2 ⇒ (11) + 2 = 13


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Sorry, didn't register the bump for me and Tal.

Rehil crouches over his bow, ready to whip it up and fire if the dinosaur attacks a party member.

party member includes skelly.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

Tal moves back to Rehil, dropping a sword as he goes, and taps Rehil's quiver saying a small incantation. "Don't worry about arrows. For the next couple minutes they will come back."

Move to M26. Spend a use if mythic power to cast Abundant Ammunition. Light it up! Due to the haunted curse the sword I dropped lands 10ft away (K25?).


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Mechanically, Rehil has readied an action to shoot if the dino attacks a party member. Although with Tal's spell, I don't have to worry about running out of arrows. Maybe I'll start shooting next round. To save time I'll roll the readied attack now, just in case.

Long bow, readied attack v dino.: 1d20 + 9 ⇒ (7) + 9 = 16 ... damage: 1d8 + 2 ⇒ (7) + 2 = 9 No range modifiers or point blank adjustments included because I don't know the range if he takes the shot.


The Depths

Teprin mutters urgently, "She is bound by an oath, but she is also powerful, unpredictable and erratic. Their minds do not work as ours do. She can snuff us all out in an instant, and she would think little of doing so had she not sworn. It is the way of her people - we are of little consequence to them. Do not provoke her by continuing to press her. Let's go - now!"

The dragon continues to stare, unnervingly still and clearly able to hear the conversation.


The Plains

Initiative
Skelly 19
Rehil 18
Tal 17
T Rex 14
Wultram (and Allip) 10

Map updated.

The dinosaur snaps again at the allip, clearly confused by a foe it cannot touch.

Wultram and the allip.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren gives a polite bow and leaves wordlessly.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"I may have underestimated the beasts mind!" Wultram shouts at his companions hoping he is wrong about that. Grimacing he heads in, much closer than is to his liking. The mage then starts gathering the arcane forces to cast his spell.

Move to L-14. Using mythic point to use wild arcana casting accursed glare. It has casting time of 1 round, so untill my next turn Wultram is casting.

The Allip tries it's best to break the dinosaurs mind.

Touch attack: 1d20 + 4 ⇒ (7) + 4 = 11 Wisdom damage, will save 15 negates: 1d4 ⇒ 3

The skeleton raises it's weapon ready to strike if the reptile decides to change targets.

Readied action to attack if comes within reach.

Roll if needed: 1d20 + 12 ⇒ (16) + 12 = 28 Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Allip
Spells: 1st: 8/day 2nd: 7/day 3rd: 3/day
MP: 4


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Been hella busy with the start of classes, sorry. Not that I would have added much because Ashshar is a deeply superstitious individual and dragons fall into more than one category of superstitions

Ashshar's complete silence turns to mind numbing terror as the dragon threathens with slaying the group. When Teprin syggests leaving the lizardfolk sort of awkwardly nods and starts turning, but Nalverren's and Vaard's words freeze him in place.

Only Teprin'sreassurance that there are greener -and less prone to death by dragon- pastures pushes him to start retreating without politely bowing to the angry dragon.


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

The Depths

Vaard likewise withdraws with a stiff bow to the Dragon.

Displeased with the result of the meeting unnerved by the creature's words and erratic temper.


The Plains

Will saving throw 1d20 + 10 ⇒ (7) + 10 = 17

The dinosaur continues to be confused, but so far unharmed, by the undead.

Tal and Rehil.


The Depths

The party retreat from the dragon and back to the tunnel.

OK, time to regroup and consider your next move.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

Tal casts a mean look at the sword that flew away when he dropped it. He sheathes he other swords, taking care to not lose the rest of his weapons. "Rehil, that ghost doesn't seem effective! Lets take that dino down!", Tal shouts as he draws his bow.

Move action to sheath my two remaining swords. Move action to draw bow. Feel free to veto both of us using the same quiver which essentially doubles the usefulness of abundant ammo. If need be I still have a hand free to hold the quiver out.


You can pull one out if you are not in actual combat and standing next to him. Otherwise, that's probably pushing it.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

Fair enough. My idea would need a bit of prep time that we don't have. I'll just use my own arrows and edit my post above to remove asking Rehil to use his quiver.


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

The Depths

"I had hoped for more... Enlightenment. I hope one of you got more from that than I did".


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

"Afraid not. It was like looking at an ocean full of puzzle pieces. That, combined with what the dragon had to say, pretty much told me that there is nothing we can do, we are a lightning rail careening towards the eventual end of the line."


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

The Depths

"The words of the Dragon make the flavor of Hope I thought I had found in the Flame taste like ashes in my mouth..." Hard to tell from his facial expression and body language but Vaard certainly sounds disappointed.


The Plains

I assume that Rehil is waiting to see what happens with the allip.

The dinosaur roars with frustration at its spectral assailant.

Is this allip going to be around much longer?

Wultram, Allip and Skellie.


The Depths

Teprin says, "If there is nothing else, we should probably return to the city."


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

The Depths

"Agreed".


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)
Aubrey the Demented/Malformed wrote:

The Plains

I assume that Rehil is waiting to see what happens with the allip.

The dinosaur roars with frustration at its spectral assailant.

...

To use the munchkin parlance, Rehil doesn't want to draw aggro. So I've been waiting. Sorry I should have posted to that effect. Now however, Tal's gift is just too tempting....

Rehil looks at the dinosaur and judges the distance. Then he swings his gaze back to the kasatha. "We loose together."

The elf waits for Tal to nock his bow. Then he draws and caresses his cheek with fletching. He sights on the dinosaur's neck. When Tal is ready he lets the arrow fly, and follows quickly with another.

MW Composite Longbow (+2 Str) v dino, rapid shot: 1d20 + 9 - 2 ⇒ (13) + 9 - 2 = 20 .. damage: 1d8 + 2 ⇒ (4) + 2 = 6
MW Composite Longbow (+2 Str) v dino, rapid shot: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25 .. damage: 1d8 + 2 ⇒ (8) + 2 = 10

Saving ammo wasn't my rationale for not firing, but what the heck. Maybe if we distract the dino it will fail some will saves.


Hmm, Tal can't shoot this round as he's used up his actions. want to shoot anyway?


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

This and 2 more rounds, if my memory serves. It is basicly summon monster spell with different creature list.

Wultram finishes his spell locking eyes with the beast trying his best to curse the creature. "I think it is time to go plan B guys!" The mage yells out, clearly frustrated at his miscalculation.

Standard to finish to the spell, move/swift nada. Will save DC 21. Saves and attack rolls twice take lowest. Duration is 9 days so probably no need to keep track of that.

The allip continues it's assault with the determination of insane creature it is.

Touch attack: 1d20 + 4 ⇒ (8) + 4 = 12 Wis damage will save dc 15: 1d4 ⇒ 2

Skeleton drops lower bending it's knees and leans forward ready to pounce.

Readied action to move to block movement if the dinosaur charges any of the party members. Movement is limited to 30ft


The Plains

T Rex Will save v spell 1d20 + 10 ⇒ (1) + 10 = 11
T Rex Will save v allip attack 1d20 + 10 ⇒ (15) + 10 = 25

The dinosaur groans as Wultram's curse hits it. At the same time, one of Rehil's arrows thuds into its hide. Its head whips up and, ignoring the shade to which it seems impervious, it focusses on the small group of humanoids before it and bellows.

Yeah! Now we're going to get a real fight!

Rehil and Tal.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

The Plains

One of his arrows hit? This was a poor decision...

Tal moves to where his sword fell then looses and arrow of his own .

Move to K-25, standard to shoot
MW Longbow: 1d20 + 9 ⇒ (6) + 9 = 15 damage: 1d8 ⇒ 7

I think the rex needs to make a second will save vs the allip due to failing against Wultram's spell.


I assumed that the allip and Wultram's spell were simultaneous on his turn. After all, there's nothing to say the allip didn't in fact go first. Plus I quite liked what I wrote about it being impervious and didn't want to rewrite it if it didn't save. Next round all saves are doubled.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

The Plains

Shit! Only 1 hit!? refer back to my 'draw aggro' remark.

Rehil smiles as the arrows fly. Their release felt good; their arc is true. Then one glances off the dinosaur's flank. His smile evaporates. Quickly.

He quickly reaches for another round of arrows and looses.

MW Composite Longbow (+2 Str) v dino, rapid shot: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18 ... damage: 1d8 + 2 ⇒ (1) + 2 = 3
MW Composite Longbow (+2 Str) v dino, rapid shot: 1d20 + 9 - 2 ⇒ (8) + 9 - 2 = 15 ... damage: 1d8 + 2 ⇒ (2) + 2 = 4

Pants! I'm back in usual rolling form again.

I wish Cole were here.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

DEPTHS

"Yes, let us return. I still have much more work to do."


The Plains

The dinosaur closes on Wultram.

OK, it's ignoring the allip and it will choose to largely avoid Skellie as unnatural (and not very tasty-looking). However, in order to get to Wultram it needs to get round both the allip and Skellie. So it circles round both of them. This will trigger an AoO from the allip and Skellie's readied action to attack as it approaches his master.

I'll wait and see what the allip and Skellie achieve before I roll the attack on Wultram.

Map updated.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

I think you are forgetting some restrictions on charge movement. "may move up to double your speed directly toward the designated opponent." Also Skellies readied action was to move to block charging actions against party members if need be(so even without that restriction the dino would have to be able to move 30ft around skelly) not an attack. Not taking the AoO of Allip because this may change the rexes action.


He's not charging - I realized he couldn't do that with the other two in the way. But he can reach Wultram with normal movement, albeit provoking an AoO from the allip (even if you chose not to take it) with a 40' movement rate. Sorry to confuse, he is charging in the literary sense, but not in the strict PF rule sense. He's sidestepped the allip and then come in a straight line.

Also, I wasn't sure what Skellie was actually doing, since your description was a bit vague - hence the pause. We can retroactively adapt since we haven't rolled any dice and are still in the middle of Rex's turn. Can I take it then that Skellie will manoeuvre so he interposes himself between Wultram and Rex?


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Aaah yes now I understand, yeah my mistake. Also should have probably explained better, shouldn't post in a hurry.

The specter tries swiping at the dinoasaur when it moves.

Allip AoO touch: 1d20 + 4 ⇒ (5) + 4 = 9 Wis dmg, Will 15 negates: 1d4 ⇒ 4

The skeleton strides forward trying to intercept the dinosaur and protect it's master.

Honestly I am not quite sure how this would work, since it is aturn based game so simultanous moves are kinda hard. No idea what the rules say, but just as a suggestion, skeletons readied action goes off as soon as the rex comes into 30ft? Since you updated the map already I am not certain what path it took so can't give a location. I think the rex would gain AoO against skelly due to reach.(Unless it simply adjust it's path ignoring it, though then it would not gain an attack but could get close to Wultram still)


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

~helpful grin~ Is the rex big enough that it can just go through skelly's square?


If it's a readied action it goes off first, so Skellie moves into position and then Rex gets into range, so Rex won't get an AoO. I've checked the rules based on Rehil's helpful suggestion. However, Rex isn't big enough to just step over Skellie (he'd need to be Gargantuan for that). However, he can perform an Overrun manoeuvre (or try to) to simply barge past Skellie. He doesn't have the feat, so Skellie gets an AoO against him. However, I assume he won't be able to just stand in Skellie's square, which might affect his position. It also mean that Rex won't be able to attack this round since his "attack" would effectively be his Overrun attempt.

Try 1 Rex's CMB 1d20 + 21 ⇒ (3) + 21 = 24 v Skellie's CMD
Try 2 Rex's CMB 1d20 + 21 ⇒ (11) + 21 = 32 v Skellie's CMD

The tyrannosaur avoids the allip's touch and makes for Wultram. The necromancer's skeletal companion throws itself in the path of the dinosaur but isn't able to stop it, although its claws rake at the reptile's hide and it continues onwards to avoid the undead.

Skellie also gets an AoO, as mentioned above.

Map updated.

Ball in the court of Wultram, Skellie and the allip.


HP 48/48, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Did the Allip miss with the AoO?

Skelly AoO: 1d20 + 12 ⇒ (7) + 12 = 19 dmg: 1d6 + 3 ⇒ (3) + 3 = 6

Btw any damage taken becomes a penalty to the maneuver roll.(Don't think it matters here since I would imagine this thing has DR and that roll is pretty unlikely to hit.) Mostly mentioning this if other peeps are targeted later.

Skeleton after recovering from it's stumble moves forward imposing itself between the beast and it's master, before slashing with it's scimitar, while taking a defensive stance.

To hit: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14 dmg: 1d6 + 3 ⇒ (1) + 3 = 4

Move to m-14(Provokes), then standard action attack using combat expertise for +2 dodge bonus.

Wultram is cursing like a sailor at the situation that he finds himself in. Steeling his nerves he starts concentrating on casting a spell trying to not give the creature an opening to exploit. Going for a long shot to escape safely the familiar dark tendrill shoot for the beasts eyes. Wultram not waiting to see how effective that was starts moving away.

Cast defensively DC 19: 1d20 + 13 ⇒ (20) + 13 = 33

Cast blindness/deafness, blind option. Fort DC 20 negates. Move to F-14(provokes)

The specter charges after it's prey with a single minded focus.

Allip touch attack charge: 1d20 + 4 + 2 ⇒ (5) + 4 + 2 = 11 Wis dmg will DC 15 negates: 1d4 ⇒ 1

Charge to M-13.

Allip
Spells: 1st: 8/day 2nd: 6/day 3rd: 3/day
MP: 4


The allip missed with the AoO.

AoO against Skellie 1 1d20 + 18 ⇒ (14) + 18 = 32,
AoO against Skellie 2 1d20 + 18 ⇒ (17) + 18 = 35,
damage 2d8 + 14 ⇒ (5, 5) + 14 = 24

Fort save 1 1d20 + 15 ⇒ (9) + 15 = 24
Fort save 2 1d20 + 15 ⇒ (9) + 15 = 24

Will save 1 1d20 + 15 ⇒ (20) + 15 = 35
Will save 2 1d20 + 15 ⇒ (9) + 15 = 24

The dinosaur chomps hard on Wultram skeletal companion but, distracted by the undead, allows Wultram to withdraw to a slightly safer distance. Again, the allip does not seem to bother it.

Rehil and Tal.

Map updated.


HP: 58/58, AC:23/15/18, Fort:+10/Ref:+9/Will:+13 CMD: 21, Init+3, Perc+12

Did I mention that this may have been a poor idea?

Tal mutters a curse and picks up the sword at his feet. Taking aim he looses another arrow.

MW Longbow: 1d20 + 9 ⇒ (12) + 9 = 21
damage: 1d8 ⇒ 8


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

"Tal, move left. Let Wultram get behind us."

But Rehil barely follows his own advice, moving just a few steps while he nocks and looses another pair of arrows.

MW Composite Longbow (+2 Str) v dino, rapid shot: 1d20 + 9 - 2 ⇒ (9) + 9 - 2 = 16... damage: 1d8 + 2 ⇒ (1) + 2 = 3

MW Composite Longbow (+2 Str) v dino, rapid shot: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19... damage: 1d8 + 2 ⇒ (4) + 2 = 6

Unfortunately rapid fire is a full attack. 5 foot step to the left please.


The Depths

OK, time to post the post I thought I posted last week.

The group withdraw from the Cavern of Prophecy the way they came. After a few minutes they are back on the edge of the Cavern of Flowers.

Perception checks all round, please.


The Plains

One of Tal's arrows finds its mark but Rehil's whistle into the darkness. The beast's anger seems to grow as it is surrounded by small assailants stinging it from several sides.

On a 1, it goes for the allip, on a 2 it goes for Skellie 1d2 ⇒ 1

It snaps again at it's ethereal attacker, and has the same success in wounding it that it had before.

Wultram, Skellie and the allip.

Map updated.


Male Humanoid 2/Fighter 1/Cleric 4/Hierophant 1 - HP = 73/73 |AC = 24| CMD =16 | F + 13| R + 2| W + 9| Init + 5 | Per +10 | Channel 10/10 | MP 5/5 Shadow's Status |

The Depths

Vaard Perception 1d20 + 8 ⇒ (13) + 8 = 21

Though deep in thought, Vaard keeps aware of his surrounding in this unfamiliar place.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

perception: 1d20 + 13 ⇒ (14) + 13 = 27 +2 vs traps


Nalverren:

Spoiler:
Out of the corner of his eye, Nalverren sees something slither between the rock formations at the very limit of his vision.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

"We aren't alone down here. Something is slithering about over there."

Nalverren points in the general direction of the creature.

"Teprin, what can you tell us about what the rest of the fauna down here?"


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

"Wultram, this way!" Rehil waves for the mage to join him and Tal.


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

The Depths

Perception: 1d20 + 11 ⇒ (12) + 11 = 23


The Depths

Ashshar:

Spoiler:
In a different direction to the one Nalverren is pointing, Ashshar sees another skittering movement.

"Right now, it could be anything," says Teprin. "I suggest we draw weapons."


Male Lizardfolk, Humanoid 2 Slayer 4 HP 67/67, AC:17/12/15, Fort:+10/Ref:+6/Will:+3 CMD: 21, Init+2, Perc+11

Ashsar draws his bow and points towards the movement he sensed "More movement, that way."


Vaard:

Spoiler:
Vaard hears a leathery rustle in the darkness.

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