Carrion Crown PbP - private (Inactive)

Game Master Vasari

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Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Perception: 1d20 + 7 ⇒ (20) + 7 = 27


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

nD, you are right. The shadow is still unaccounted for.

Windom will search the balcony carfully, not putting any weight on unstable looking pieces.
perception on balcony: 1d20 + 8 ⇒ (6) + 8 = 14

Grand Lodge

Zavar:
You sense an old soul still lingers here. Disturbing any of its personal effects will probably anger it if your mere presence hasn't already.

Balcony folks:
Standing on the balcony is very difficult. Reflex DC 15 or fall 10' for 1d6 negated by acrobatics check. Nothing of interest is here.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

"I think disturbing the personal effects of this "guest" of Harrowstone might bring consequences if we haven't angered his spirit already. I might need some assistance in here."


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasven examines the skeleton with all its symbols.
Knowledge (Religion) with Guidance 1d20 + 6 + 1 ⇒ (10) + 6 + 1 = 17
Knowledge where applicable with Guidance 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Perception with Guidance 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15

"What would one be doing with all these holy symbols? An unqueiet spirit should be put to rest and not be made to linger too long. Perhaps a prayer to soothe its tortured spirit might be best."


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

"I think that might be the false father. It would certainly explain the excess of holy symbols. Perhaps disturbing the book would get his attention enough for us to trap him with one of those siphons."
nDevere recounts the research on the five 'special' prisoners
"Maybe, his spirit is the shadow we seek? I used the siphon I took from the box. Anyone else bring one?"


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Knowledge Religion with Guidance: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
"Master Drasven, it appears that your knowledge on the "guests" here at this place far exceeds my own. Perhaps I should have paid more attention to the Professors classes."

Grand Lodge

Knowledge Religion 20:
The room is haunted as Zavar indicated.

Knowledge Local 15:
nDevere is correct as you also believe it is Sefick Corvin, aka Father Charlatan. Of the five notorious prisoners, only Father Charlatan was not technically a murderer, yet his crimes were so blasphemous that several churches demanded he be punished to the full extent of Ustalavic law. Although he claimed to be an ordained priest of any number of faiths, Father Corvin was in fact a traveling con artist who used faith as a mask and a means to bilk the faithful out of money in payment for false miracles or cures. He became known as Father Charlatan after his scheme was exposed and his Sczarni accomplices murdered a half-dozen city guards in an attempt to make good the group’s escape.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Knowledge: Religion: 1d20 + 6 ⇒ (17) + 6 = 23
Knowledge: Local: 1d20 + 6 ⇒ (18) + 6 = 24

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

"This room is most definitely haunted by the ghost of "Father Charlatan". We should try to capture or destroy the foul spirit."


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

"Are we trying to capture, or destroy?"

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

"We could try to capture him in one of the haunt siphons and if that doesn't work then we will have no choice but to destroy him. It might prove difficult without the proper weapons. Our magic will still work, though."

Zavar winks at Cass.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Fingering the scar on his neck as he speaks.

Well if we are going to do it lets do it.

Windom will cast guidance on himself then move to the flanking side of the body of the false priest. He will wait with his morningstar over his head to strike without delay.

Drasven, care to share a flank?

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

"Careful, who knows where the spirit might appear. It may not still inhabit the body."

Grand Lodge

Roll initiative and declare actions for surprise round.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

initiative: 1d20 + 5 ⇒ (15) + 5 = 20
Which door down there opens to T7? more reveal plz. I would like to be sure of positioning prior to the corpse being disturbed.
nDevere nods to Zavar "Right, so I'll pull the book when everyone is ready. I'll be watching our collective backs."
perception: 1d20 + 11 ⇒ (7) + 11 = 18


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Initiative: 1d20 + 3 ⇒ (19) + 3 = 22
Knowledge Religion: 1d20 + 6 ⇒ (2) + 6 = 8
Cassandra ponders if a haunt can be damaged by positive energy prior to it manifesting.


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Nodding to Windom, Drasven moves to take the flank.
"Lassie, the Professor far exceeds my meagre knowledge and he was always willing to share." answering Cassandra even as he moves to take up an advantageous position.

Bringing up his axe, he nods. His axe ready to sweep down on his foe.
"I'm ready."

Grand Lodge

Map is not necessary at moment and will not have access to it for next four days. Haunts are triggered and then always go on 10 initiative in surprise round. Cannot be harmed prior to trigger. Haunt siphons is a 3d6 channel energy that become negative energy splash bombs like alchemist fire if it kills a haunt.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

Initiative: 1d20 + 4 ⇒ (6) + 4 = 10

Zavar is prepared to cast a force bolt.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Cassandra will ready to channel positive energy to harm.

Channel: 2d6 + 3 ⇒ (3, 1) + 3 = 7
Will DC 15 for half, no channel resistance allowed.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

init: 1d20 + 7 ⇒ (17) + 7 = 24

Declared action depends on what happens.

Windom will cast cure light wounds on the haunt if he can reach it, using his stored guidance spell.
touch attack: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
CLW damage: 1d8 + 2 ⇒ (3) + 2 = 5 Will DC 13 for 1/2

If there is no visible Haunt or thing to attack he will ready his action to protect his friends (push them out of a silent swinging scythe blade, block an attack from a hidden shadow, jump in front of an arrow, etc...).

Grand Lodge

Drasven initiative?


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Oops. Initative 1d20 + 0 ⇒ (16) + 0 = 16. Declared action is to take a swing with my axe should the figure move or an enemy appears.

Grand Lodge

nDevere pulls the leather bound journal from underneath the skeleton. The sound of chains clanging into each other grow louder and louder. "Fall asleep child and the Father will take care of you. " Maniacal laughter follows.

INITIATIVE:
Windom
Cassandra
nDevere is up! Pulling the book started combat.
Dresven
Zavar
Haunt

Windom harms the haunt with his healing touch.

Cassandra also hears it wail from her positive energy channel.


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

"No, dear Father it is your time to rest."
nDevere declares before kicking. Hopeful that the new necklace will make the effort effective.
Flury; miss with first kick (AC 9) then follow with hit (AC 21) for 5 damage.

Grand Lodge

You kick the still skeleton, but the haunt does not seem to incorporate the bones. The laughter continues from its skull. No effect is apparent.

Drasven is next but Zavar, fire away! Haunts are a unique combination of a monster and trap.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Things seem to have gotten quiet, or am I not receiving updates?

Grand Lodge

Arcane bolt: 1d20 + 3 ⇒ (19) + 3 = 221d4 + 1 ⇒ (3) + 1 = 4

Zavar fires a bolt of force at the Haunt. Drasven tightens his grip on the greataxe waiting for it to physically manifest.

nDevere, ghostly chains begin to wrap around your body. Please roll a Will save.

INITIATIVE:
Windom is up!
Cassandra
nDevere
Dresven
Zavar
Haunt


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

will save (+6): 1d20 + 6 ⇒ (11) + 6 = 17

Grand Lodge

Windom attempts to harm the haunt with another healing touch.

touch attack CLW: 1d20 + 4 ⇒ (3) + 4 = 71d8 + 3 ⇒ (4) + 3 = 7

His touch spell misses but it remains charged.

INITIATIVE:
Cassandra is up!
nDevere
Dresven
Zavar
Haunt
End of Round
Windom


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Channel to Harm: 2d6 + 3 ⇒ (2, 1) + 3 = 6
Will DC 15 for half, no Channel Resistance.

And yet another pathetic roll.

Grand Lodge

Drasven notices that positive energy seems to hurt the haunt and mimics Windom by attempting to touch it with a cure light wounds touch spell.

touch attack CLW: 1d20 + 4 ⇒ (20) + 4 = 241d8 + 3 ⇒ (6) + 3 = 9

confirm crit!: 1d20 + 4 ⇒ (14) + 4 = 181d8 + 3 ⇒ (3) + 3 = 6

A shrieking scream echoes in the room. "Damn the gods!!!" The laughing skeleton becomes silent and ghostly chains disappear. COMBAT OVER! Windom, you can use the held CLW to heal yourself for 7 hp.

Journal:
The journal is a voluminous collection of his personal reflections on societal behavior. It is filled with puns and ridicule of past kings, current ruling lords and divine philosophy. He emphasized the exploitation of the uneducated poor and elderly was the easiest path to wealth. Father Charlatan often analogized religious hierarchies to civil governance and tithing as a form of additional taxes. Several get rich quick schemes are formulated in his journal. His most successful idea was implementing a "sin tax" in large cities on ale, wine and spirits as imbibing in these beverages often led to sinful behavior. These funds would be earmarked for lavish living quarters for high priests of Abadar, his favorite charade.

Grand Lodge

Kitchen (T5)
Once a kitchen, this room is now nothing more than charred, blackened remains. Once used to prepare the prisoners’ daily gruel, this room now contains little of note. An adjoining pantry once contained an abundance of foodstuffs, but it was picked clean by rats and squirrels long ago.

Eastern Cellblock (T6)
While each of these cells (save for area T7) contains a prisoner’s skeleton, the Piper’s influence does not extend this far. All of the bones in these cells are, as a result, not undead.

You have completely explored the second floor of Harrowstone. You find nothing of value except for a silver masterwork flute and a dozen masterwork silver holy symbols worth 75 gold pieces each!

There is no third floor, so the remaining unexplored floors is the first floor and its cellar or basement. S10 takes downstairs or you can retreat to the main entrance of Harrowstone and continue from there.

What would you like to do next? Go back to town and restock or continue with destroying the haunts of Harrowstone?


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasven prays for the recently dispatched haunt and collects the silver holy symbols.
"These shall be descecrated no more. They'll be brought back to the faithful."

Looking around the rest of the place with his companions.
"I see that we can either explore the rest of Harrowstone from the main entrance or that we can proceed down. What will it be?"

Lol Crit with a Cure Light wounds!.

Scarab Sages

Male Human (Osirion) Sorcerer - lvl. 4

"Let's explore the first floor."


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

"Considering the state of the front balcony, if Drasven here thinks the stairs are safe structurally, my vote is we go down them."
nDevere says as she shakes off the phatom chains though they never really took hold.


Human Inquisitor 4 [HP 36/37 |AC: 17, T: 12, FF: 13 | Fort +6 Ref +4 Will +9 | Perception +9, Init +7

Agreed.

Windom heals himself the 7 hp.

He will scout same as before.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

"Down the stairs."


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

"Then to the first floor?" Drasven queries as a confirmation before he proceeds onwards to their next destination.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

"Yes, down the stairs to explore the first floor. One floor at a time."

Grand Lodge

You creep down the staircase and come to long vertical hallway with three different exits. There is a northwestern door, southwestern door and two double doors at the southern end of the hallway.

I revealed the hallways for a better visual but you haven't explored those areas yet.


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

"Windom, check that double door immediately to your right first."

That would be Room S14. Are we "bot" operating Windom until her returns?


half-elf monk (martial artist 5) HP 36| AC18 t18 ff14| F+5 R+7 W+7| CMD 21| init+5| Acro+17, Climb+8, Escape+8, Know. History +5 Perception+12, sense motive+10, stealth+10,Survival +4

taking 10 perception =21. Scouting with Windom in the indicated direction

Grand Lodge

Infirmary (S14)
Several moldy cots lay strewn around this room, while doors to smaller, more private sleeping cells hang askew to the west. Judging from the rest of this room’s decor, this must have once been the prison’s infirmary.

A search of this cluttered room reveals a number of valuable objects—a pair of fully stocked healer’s kits, 3 vials of antitoxin, 2 vials of antiplague, 3 doses of bloodblock, 3 doses of smelling salts, 2 vials of soothe syrup, and 4 potions of cure light wounds.

Windom and nDevere enter the room. Anyone else?


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Cassandra will enter the room with Windom and nD.

"I think we should search all the smaller rooms to make sure there is nothing that could sneak up on us."

Perception: 1d20 + 3 ⇒ (19) + 3 = 22


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

Drasven takes up a guarding position.
"Agreed and those items llok like they could be put to good use. We should take them as well though it might be best to check them for who knows how long they have being there."

Grand Lodge

You are surprised to see a skeletal, ghost-like humanoid floating in the northwestern corner of the room. It is dressed in an old doctor's uniform and it become visible as soon as Cassandra entered the room.

"You stole my possessions! Give them back thieves!"

As quickly as it appeared, it instantly turns invisible. All of this was performed as a standard action in a surprised round due to unique abilities.

Roll Will Save DC 14 Charisma-based:
Creatures within 30 feet when a poltergeist uses this ability must make a DC 14 Will save to avoid becoming frightened for 1d4 rounds. This is a mind-affecting fear effect.
Frightened rds: 1d4 ⇒ 2

Initiative-Cass: 1d20 + 3 ⇒ (15) + 3 = 18
Initiative-Drasven: 1d20 ⇒ 14
Initiative-nDevere: 1d20 + 5 ⇒ (6) + 5 = 11
Initiative-Windom: 1d20 + 7 ⇒ (5) + 7 = 12
Initiative-Zavar: 1d20 + 4 ⇒ (6) + 4 = 10
Initiative-Monster: 1d20 + 1 ⇒ (17) + 1 = 18

Initiative order:
Cass is up!
Monster (ID: Religion) - state your questions please
Drasven
Windom
nDevere
Zavar


Male Dwarf Cleric 5 (Divine Paragon) / Evangelist 2 |HP: 74/74|AC: 16/12/14|Init:+1|Perc:+11|Fort:+9|Ref:+5|Will:+9|CMB:+7|CMD:18|L.XB +1:+5;1d8|Warhammer:+7;1d8+4|Dagger:+5;1d4+3|
Skills:
Acro:+4|App:+6|Bluff:+0|Clim:+1|Diplo:+5|Disg:+0|E.A:-1|H.A:+0|Heal:+7|Inti :+0|K.Reli:+12|K.Eng:+5|K.Pla/His:+7|K.Nob/Arc:+3|Ling:+6|Ride:-1|SM:+12|Sp ell:+5|Stea:-1|Sur:+8|UMD:+0|

On Drasven's Turn.
Knowledge (Religion) 1d20 + 6 ⇒ (13) + 6 = 19


Female Human Cleric 5 [HP: 46 | AC:21 T:12 FF:20 | Init +3 | Fort +5 | Ref +2 | Will +8] (+2 vs. Death Effects) [Channel 3d6 (+5 vs. Undead), DC 16] [Scimitar: +3, 1d6; Morningstar +3, 1d8; Light x-bow +4, 1d8]

Knowledge Religion: 1d20 + 6 ⇒ (15) + 6 = 21

Defensive Abilities
Special Attacks
Damage Resistance
Weaknesses

Will Save: 1d20 + 6 ⇒ (6) + 6 = 12

"AHHHHHH, that thing is scary"

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