Black Tom's Mummy's Mask

Game Master Black Tom

Treasure-finding and high adventure under the desert sun.


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Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Try again man! We need to know more about this thing - it seems almost impervious to normal weapons

On his initiative Inmir will make another attempt to touch the snake.

Touch Attack: 1d20 ⇒ 18
Dare I hope that hit the snake's Touch AC? If it does then I gain knowledge as if I had succeeded on an appropriate Knowledge check with a roll of 19


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"Just great..." he grumbles as he reloads and fires again

Flit: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10
Thunk: 1d8 + 1 ⇒ (2) + 1 = 3

-Posted with Wayfinder


Attack 1d20 + 5 ⇒ (12) + 5 = 17
Damage 1d12 + 6 ⇒ (4) + 6 = 10

Do I get a flanking bonus with me Haydar engaged in melee vs. the snake?

"Begone! Metallic abomination!"


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur drinks an extract and spits at the creature. It becomes covered in goo for duration: 2d4 ⇒ (4, 4) = 8 rounds and has to make a dc 15 fort save or be completely entangled and unable to move.


Male Human (mostly) Ex-cleric and Grumpy Cat

Inmir touches the cobra. It lunges at him but he manages to avoid its fangs. Duriel's strike fails to find purchase and Talin's bolt goes wide.

Inmir:
This is an iron cobra, a magical construct guardian that is made of metal and supplied with several doses of poison. Apart from being hard to hit it is resilient to both magic and might (it has spell resistance and DR 5/-)

Fleur: It is a standard action to drink an extract and another to spit the goo, so the latter will happen next round, but the rest of you can delay until after Fleur.

Duriel: Yes, you can flank with Haydar as long as the others move aside to let you.

Luuther and Haydar still to go, then the cobra.


Male Human (mostly) Ex-cleric and Grumpy Cat

OK, Luuther continues to taunt the cobra while Haydar goes full defense. However, the cobra bites him anyway for 7 points of damage and a new Fort save.

You are all up.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"Eventaully I will get the hang of this...." he grumbles as he tries to shoot the cobra again
Attack: 1d20 + 7 - 4 ⇒ (18) + 7 - 4 = 21
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

-Posted with Wayfinder


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur spits goo at the cobra, hoping to impeded its attacks or slow it down if not stop it completely.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

This thing is magically animated and armored. It will shrug off any but the mightiest of blows!

With that Inmir will move a 5 foot step back away from the cobra (towards the door) and will Channel Positive Energy.

Channel: 1d6 ⇒ 6
Excellent! Max Healing!


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

I love how Haydar attacks nothing but keeps getting bit, even though he poses no threat. :)
13 hit points of damage drops him to -3 but Inmir's healing keeps him alive and brings him to 3 hps.
More full defense.
Fort save: 1d20 + 5 ⇒ (7) + 5 = 12
Fort save: 1d20 + 5 ⇒ (8) + 5 = 13


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

(for that adhesive spittle, already rolled 8 rounds duration and dc is 15 REFL save for partial


Male Human (mostly) Ex-cleric and Grumpy Cat

Just rolled randomly for the snake's target. It's not very bright.

The snake manages to pull free from the goo, so isn't immobilized, just hampered. Talin's bolt strikes true again but only wounds it slightly.

Luuther and Duriel to go, then the snake.


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

Luther rolls his eyes shrugs slightly, then sighs. "OK Jing! If you wish it so".

He then leaps down to combat the snake. (R11) (Hopefully flanking???)

1d20 + 3 ⇒ (1) + 3 = 4 Flanking Warhammer

2d6 + 1 ⇒ (1, 4) + 1 = 6 Flanking smash

But as he leaps and swings he is swinging empty hands, as he forgot he was on top of the crypt, and his hammer hit the ceiling on his overhead chop.


Attack 1d20 + 7 ⇒ (2) + 7 = 9
damage 1d12 + 6 ⇒ (4) + 6 = 10

"This thing has a tough hide!"


Male Human (mostly) Ex-cleric and Grumpy Cat

After putting Haydar down, the snake turns its wrath onto Duriel, but it is hampered by the goo and he manages to block it.

You are all up.


Male Human (mostly) Ex-cleric and Grumpy Cat

I thought I said you were up.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

He quickly reloads. How mich could this thing take?

Attack: 1d20 + 7 - 4 ⇒ (3) + 7 - 4 = 6
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

-Posted with Wayfinder


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur hangs back and tries to stay out of the fighters' way.


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Were my saves successful or am I suffering poison damage?


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir looks on in horror as the seemingly indestructible cobra continues to attack his companions. Reaching out, he lightly touches Duriel on the back of the shoulder...

Lady of Graves - lend your insight and wisdom to my companion in this fight.

Guidence on Duriel: He gets a +1 competence bonus on a single attack roll, saving throw, or skill check. Your choice which Duriel, but I'm guessing attack roll is most likely at the moment :)


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

Luuther continues to dance bob and weave, and hopes that someone else distracts the snake enough for him to find a weak chink in its armor.

1d20 + 3 ⇒ (16) + 3 = 19 Flanking Warhammer
2d6 + 1 ⇒ (2, 4) + 1 = 7 Flanking smash attempt.

And seems to be getting much better at syncing his movements to those of the snake.


Male Human (mostly) Ex-cleric and Grumpy Cat

Haydar has managed to shrug off the poison, so no poison damage.

Luuther puts a dent in the cobra. Duriel is up.


Attack 1d20 + 7 ⇒ (8) + 7 = 15
damage 1d12 + 6 ⇒ (2) + 6 = 8

Duriel attempts to capitalize on the damage Luuther made by aiming for the same spot.


Male Human (mostly) Ex-cleric and Grumpy Cat

Duriel's swing fails to find a vulnerable spot and his axe clangs harmlessly against the metal. The cobra lunges at his but only manages to get more tangled up.

Your turn, all of you.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur will, if possible, move to flank for someone, drawing her dagger to threaten, but she won't attack... if that's not possible, she'll just move adjacent to Duriel or Luuther whichever is closest, to assist their next attack.

to hit, dc 10 to assist: 1d20 ⇒ 19


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Lacking many other options Inmir will cast Guidance on Duriel again this round.

Once again, Duriel gets a +1 competence bonus on a single attack roll, saving throw, or skill check.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

"Oh... for... goodness... sake!" he growls in frustration once more as he fires another bolt at the cobra

Shoot!: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5
Hit? : 1d8 + 1 ⇒ (2) + 1 = 3

-Posted with Wayfinder


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

Seeing no help coming to destroy the iron snake, Haydar grabs his sword from his prone position and tries to stab the creature, but his blow bounces off its plating!
1d20 - 1 ⇒ (14) - 1 = 13


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

Luuther continues to dance and jab, and keep the beast off balance.

1d20 + 3 ⇒ (8) + 3 = 11 Flanking Warhammer

2d6 + 1 ⇒ (2, 3) + 1 = 6 Flanking smash

Boy are we inept


Male Human (mostly) Ex-cleric and Grumpy Cat

Just Duriel to go then, boosted by Fleur and Inmir. Fingers crossed.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

No pressure Duriel :)


Attack 1d20 + 7 ⇒ (5) + 7 = 12
Damage 1d12 + 6 ⇒ (1) + 6 = 7

Duriel strikes but he knows he's gonna miss.


Male Human (mostly) Ex-cleric and Grumpy Cat

The cobra snaps at Duriel again, making the paladin mad enough that his axe cleaves it in twain.

See, I roll a lot better. :)

You all get 100 xp for the cobra and can now search the tomb in peace.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur starts searching...

perc: 1d20 + 7 ⇒ (19) + 7 = 26


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir bows his head in prayer.

Blessed Lady Pharasma, we give thanks for your divine aid in this fight. Please keep the spirit of the departed, the mighty Akhentepi safe and tell him that we mean no disrespect to his memory.

Then he will move across the room to Haydar.

Friend Haydar, it would seem that the iron cobra took an especial dislike to you, allow me to assist with your wounds.

With that he will cast Cure Light Wounds on Haydar, converting his Comprehend Languages spell to healing energy.

Cure Light: 1d8 + 1 ⇒ (6) + 1 = 7


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Male Human (mostly) Ex-cleric and Grumpy Cat

Fleur declares the room safe from traps, so I'll just list your findings.

The sarcophagus is covered in gold leaf (worth 100 gp), if you want to take the time to scrape it off. Inside is Akhentepi's mummy, wearing an exquisitely crafted funerary gold mask, worth 500 gp. In one chest is a masterwork set of padded armor, that you recognize from the carvings. In the other chest is a disintegrating cloth sack filled with 500 gp, as well as a small, well-preserved darkwood coffer worth 50 gp. Inside the coffer are two potions, an ornate lapis and carnelian pendant worth 70 gp, and an assortment of carnelian, lapis lazuli, and turquoise semiprecious stones worth a total of 55 gp.

With that you have found Akhentepi's true tomb. You can explore more if you like but you seem to have found the major treasure and you can consider your first mission completed if you wish to. For that you get 133 xp and one hero point.

I notice that your xp total is 1299. Too bad... Just kidding, you can go ahead and level up as soon as you return to town. Congratulations.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"While it seems somehow disrespectful to take everything here... I think we must... except the gold leaf... it's one thing to take out actual objects which may have either historical or other beneficial value, but scraping off gold leaf just for the profit seems wrong... We've enough without it I think."

Fleur checks out the two potions:

craft alchemy to id potion 1: 1d20 + 13 ⇒ (6) + 13 = 19
craft alchemy to id potion 2: 1d20 + 13 ⇒ (19) + 13 = 32


Male Human (mostly) Ex-cleric and Grumpy Cat

The potions are of Darkvision and Lesser Restoration.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"This potion will give the imbiber darkvision... and this one is for lesser restoration... Perhaps Haydar or Inmir would like the darkvision potion for our next foray. And Luuther might be the best person to hang onto the restoration for when it's needed."


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir continues to pray to Pharasma to intercede with the spirit of Akhentepi as the group explores and catalogues the contents of the tomb.

I agree Fleur. Removing what we came for in an appropriate fashion is one thing. Defacing the tomb for simple profit is another thing entirely.

He cocks his head to one side as he considers Fleur's analysis of the potions.

If I may suggest. I can make light at any time through the grace of the Lady of Graves. So perhaps Haydar would be the best one to carry the potion of darkvision.


Male human monk (weapon adept) 2 HP: 18/18; AC:17/17/14; F +6; R +5; W +7; Init: +2; Percep: +9; CMB: +4; CMD: 21

"Thank you Inmir and your goddess for your faithful healing. We did not fight steel cobras in the monastery. They are quite tricky. I will gladly accept the potion."


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir bows his head to Haydar. You are welcome friend Haydar. I am pleased I have been able to work the Lady's will in aiding in this endeavor. This is my first time out of the temple to try my hand at the adventurer's path, so I was not at all sure how to best be of use. I feel I still have much to learn. If it is our fate to survive this day however, then Pharasma's grace will surely guide us to success.

As he mentions Pharasma's name, his hand reaches up and brushes almost reflexively across the holy symbol hanging around his neck.

OMG Haydar! I don't know what it is about your name but I simply cannot type it right. Every time I type it it goes wrong and I have to backspace and correct. Usually for some reason my fingers want to type Hayday :)


Male Dwarven, Init +3, Per. +4(5); AC 17, HP 17/17/ XP: 2026 Unchained, Sanctified, Rogue / 2; F+1, R+7, W+0, Hero Points - 2

Leveled up

"Ah yes! I shall carry the potion if you wish. Sometimes Jing blesses me with the ability to move quickly and nimbly wherever I am needed... then again sometimes he allows me to fall flat on my butt. If you're willing to take the chance... well... Jing will be delighted".

Luuther tucks the potion into his pouch.

"Are we through here, or are we awaiting something else? Perhaps we should return and report in. Jing has kindly led us to quite a trove of treasure".


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

"I think we're through here... we need to pack up and take these things out." Fleur begins to do so, shoving small things into her pack, and carrying what she can of larger things, letting the guys carry thie largest, heaviest items.


Male Human (mostly) Ex-cleric and Grumpy Cat

Nothing accosts you on your way back, so you can start tallying your treasure and level up in peace.

By the way, Akhentepi's armor is magical, and since you will presumably be able to identify it, I'll just say that it is a +1 stanching padded armor which once a day lets you anticipate danger and add a +3 to your initiative check. In case none of you wants to use it its sale value is 2618 gp.


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

Inmir will put his hand up for the armor if nobody else is interested (his strength does kind of mean he is always going to be limited to light armor) but at the same time obviously there are others who probably have a greater claim on it. Also of course, 2618 is a LOT of gold at this level ... :)

Also, Inmir will cast Ant Haul on one of our strong folks to assist in taking the loot out.

Ant Haul: The target's carrying capacity triples. This does not affect the creature's actual Strength in any way, merely the amount of material it can carry while benefiting from this spell.


hp 16/16; AC 16 ff 14 t 12; fort 1, ref 5, will 4; bab 1, melee 1, ranged 3; CMB 1, CMD 13; init +2; move 30, swim 30; inspire 9/15 | spells: lvl 1 2/2 | undine watersinger bard / 2 | image
skills:
acro 8^, bluff 9+1*^, craft alchemy 6, diplo 8+1*, fly 8^, knowlege all 6, ling 7, perc 6, perform: dance 8, perform: sing 9, sm 9^, splcrft 7, stealth 2, umd 7

Fleur has no objections and nods to Inmir. "The armor is yours if you want it, as far as I'm concerned... I want no claim on it, though of course in time, I'm sure the value of items taken will apportion more evenly... For now, having you more protected will serve us well... as would, if there is enough coin, a wand of curing, either divine or arcane, or one of each in time."


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

There is wisdom in what you say Fleur. Let us then not rush to a decision, but wait until we see what gains are made from all that we have gathered. It might well be that we would be better served selling the armor and buying equipment that would assist everyone, such as a wand of curing.


Male Human
Vitals:
HP 94/94; AC 26, FF 18, T 18, CMD 28; CMB +10; F 9, R 10, W 9 ; Perception +15, Init +10
F5/GS5/I10
Skills:

Talin follows and shakes his head
"All i ask for now is the materials and the coin for materials to craft a few bolts" helooks at the broken pieces of the missed bolts
"I seem to have lost a few"

-Posted with Wayfinder


Male Human (Garundi) Cleric XP = 2058/5000
Basic:
HP 17/17 AC 13 FF 13 Touch 10 CMD 10 | FOR+4 REF+1 WIL+6 | Init+0 Percep+8 |
Limit Use:
Channel 4/5 Rebuke 5/6 Hero Points: 1 Bolts: 9 Wand: 43

I should think there will be coin and to spare for such a modest request Talin

As a Bolt Ace, do you start out with a masterwork crossbow already? Otherwise I'd think you'd want to be getting one of them quite quickly :)

I am thinking I might want to get a crossbow or some similar sort of thing myself - certainly my spear didn't prove much help, apart from as a light source.

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