DM CH-P's CoT: The Bastards of Erebus (Inactive)

Game Master Feral


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Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Maddok has Shield up so he'd be AC 30 with cover.

Maddok grunts as the spike opens a cut along his leg and gasps in surprise as the darkness overwhelms his light.

Not that Maddok understands magic terribly well, but was his light countered or dispelled? Would another casting of Continual Flame help?

"Coward!", he roars.

Maddok will delay for now.


Male Human (Azalanti) Hp: 96/110, AC: 30 Bard 8/Fighter 4

I didn't want to reveal its presence just yet...but needs must when the devil drives.
...which in Cheliax is more often than not.

"Go figure eh?" Derek remarks to no one in particular.
He then proceeds to reveal the Morrowfall in all its glory.
"Try to dampen THIS light!"

Since he is standing right behind his big brothers massive form, he then draws on the power that such closeness have awakened in him and gives voice to an ululating battle cry in Shoanti.

Inspire courage +3, 7/21 rounds used.


Male Chelish Arcane Caster 12 HP: 98/123 AC: 38 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Shield

"What is going on there? I heard the distinct sound of stabbing." Xerath attempts to move in front of Maddok.


Right; the two daggers both deflect off Maddok's force shield.

The continual flame was neither countered nor dispelled; the darkness spell simply doesn't allow magical light sources of its level or lower to function in its area.

***

The Morrowfall's presence causes the darkness to recede in front of Maddok, leaving him to see once more. However, it's still dark around the wall, where the Morrowfall's light can't reach.

Derek senses the Morrowfall's delight at once again being used, and he also senses that this time it might not be so easy to put it back in his pocket afterwards.

Derek will have to move further forward if he wants to illuminate the entire room beyond.


Male Chelish Arcane Caster 12 HP: 98/123 AC: 38 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Shield

So nothing when Xerath moves in front of Maddok? Does he see anything? I do have Darkvision up.


Male Human (Azalanti) Hp: 96/110, AC: 30 Bard 8/Fighter 4

Oh goody, ANOTHER character get's "addicted" to something. Damn useful artifacts
Nobody ever creates any BAD artifacts.

Too bad Derek has no move left, but maybe he will be alive in one more round.


I know he does; it takes a little time to edit the map and upload a new one :)

***

As Xerath makes his way past the others, he sees several ragged-looking small humanoids, each wrapped in filthy, reeking black rags. One holds the handles to the trap that speared Maddok, while the others each hold daggers.

***

>>>Current Map; Xerath only<<< (the "i" marks the trap handles, and its square can't be used for movement)


Derek: There has to be some incentive to actually want to eliminate both the Morrowfall and the Totemrix by combining them, rather than simply destroying the Totemrix and keeping the Morrowfall :)

By the way, the Totemrix's drawback is worse :P


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

That's... comforting.


Male Human (Azalanti) Hp: 96/110, AC: 30 Bard 8/Fighter 4

Always look on the BRIGHT side of life! *Whistles*


Male Chelish Arcane Caster 12 HP: 98/123 AC: 38 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Shield

"Well I see what stabbed you now." For a brief second, those in the front can see a flicker of flame as it surges down Xerath's arms as he launches it at Creeper #1.

Scorching Ray.

1d20 + 5 + 1 + 3 ⇒ (10) + 5 + 1 + 3 = 19

4d6 + 3 ⇒ (5, 2, 3, 1) + 3 = 14

1d20 + 5 + 1 + 3 ⇒ (1) + 5 + 1 + 3 = 10

4d6 + 3 ⇒ (1, 2, 6, 6) + 3 = 18


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Hearing the sounds of battle, the archon bounds down the hall and narrows his fierce gaze on the gnarled figures.

Move to O28 to get all of them in his Aura of Menace.

The noble hound snaps at the darkfolk and tries to pull him to the ground.

1d20 + 7 + 1 + 3 ⇒ (10) + 7 + 1 + 3 = 21
1d8 + 10 + 3 ⇒ (8) + 10 + 3 = 21

1d20 + 8 + 1 + 3 ⇒ (10) + 8 + 1 + 3 = 22

Maddok stays in position, straining to peer into the darkness but lending his strength to his brother's song.


One of Xerath's rays hits the creeper in the chest, followed shortly afterwards by the archon's jaws tearing it to the ground.

Will save #1 vs aura of menace: 1d20 + 2 ⇒ (1) + 2 = 3
Will save #2 vs aura of menace: 1d20 + 2 ⇒ (3) + 2 = 5
Will save #3 vs aura of menace: 1d20 + 2 ⇒ (19) + 2 = 21
Will save #4 vs aura of menace: 1d20 + 2 ⇒ (20) + 2 = 22

***

>>>Current Map; darkvision only<<< (the blue-ringed creeper is prone, while the "i" marks the trap handles; that square can't be used for movement)

Up next: Appario and Yahirma.


I just realized it might be useful to have a map for those not blessed with darkvision too :)

***

>>>Current Map; non-darkvision<<<


Male Human (Taldan) Abadaran Militant 12

lol@Derek. *whistles along with*

Round 1

Appario watches the daggers impale Maddok.

He wanted to go first.

Appario moves to O29 and takes total defense.

"We need that light up here, Derek."


Female Changeling (Mauxi Mwangi) Mwangi Spiritualist 12

Curious yet concerned about what all of the shouting and flashing of lights is about, Yahirma enters the hallway, turns the corner, and beholds the shadowy figures made illuminated by her hag-blessed eyes (Ends in O29).

These folk again? I recognize from the siege on the Mother, she thinks before slamming them with resounding force.

Sound burst at the O-P, 25-26 intersection, which should catch all four. DC 19 Fortitude to avoid the stun

Sonic damage 1d8 ⇒ 6

Oh poot, seems we're fighting for space, in O29. That said, I can imagine how Appario might not want to put himself between Xerath and dark creepers; obviously the former would provide flanking for the latter.


Male Chelish Arcane Caster 12 HP: 98/123 AC: 38 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Shield

I don't have a weapon out, so I can't do that. So there.


To avoid Appario and Yahirma being on top of eachother, and considering Yahirma can't move further than O29 on her turn, I think it's only fair if Appario moves all the way to N28 and puts himself in the way of Xerath's spell-slinging :)

***

Fortitude #1: 1d20 + 5 - 2 ⇒ (9) + 5 - 2 = 12 (-2: aura of menace)
Fortitude #2: 1d20 + 5 - 2 ⇒ (7) + 5 - 2 = 10 (-2: aura of menace)
Fortitude #3: 1d20 + 5 ⇒ (4) + 5 = 9
Fortitude #4: 1d20 + 5 ⇒ (13) + 5 = 18

The powerful snap of sound in the dark folk's midst causes each one to clutch their hands to their ears, but none of them are able to do it quickly enough to avoid being stunned by the sudden loudness. Several daggers drop to the ground as their fingers can no longer hold them.

Livia's disembodied voice cries out as her tiny unseen hands applaud. "Whee! They didn't expect that!"

DM rolls:

Appario perception: 1d20 + 11 ⇒ (5) + 11 = 16
Derek perception: 1d20 + 9 ⇒ (5) + 9 = 14
Maddok perception: 1d20 + 6 ⇒ (6) + 6 = 12
Xerath perception: 1d20 + 6 ⇒ (11) + 6 = 17
Yahirma perception: 1d20 + 2 ⇒ (14) + 2 = 16

Livia perception: 1d20 + 10 ⇒ (6) + 10 = 16

***

>>>Current Map<<< (the blue-ringed creeper is prone, all creepers are stunned, the "i" square can't be used for movement)

Up next: The PCs. Anyone without darkvision must wait until Derek moves forward before they can see any of the dark creepers.


Male Human (Azalanti) Hp: 96/110, AC: 30 Bard 8/Fighter 4

Derek strides forward, drawing his rapier as he goes, still ululating in shoanti.
Not wanting to take up too much room, but refusing to fall behind again, Derek moves up in front of one of the creepers, smiling grimly at the creature’s obvious discomfort as the light of the Morrowfall comes closer.

move to N27.
Attack: 1d20 + 11 ⇒ (7) + 11 = 18
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Inspire courage +3, 8/21 Rounds used.


The darkness recedes before Derek as he moves past his companions and into the room. His rapier easily wounds the dark creeper in front of him, who's unable to defend itself due to the lingering cacophony ringing in its ears.

***

>>>Current Map<<< (all creepers are stunned, the blue-ringed creeper is prone, the "i" square can't be used for movement)

Up next: Yahirma, Xerath, Maddok, Appario.


Male Chelish Arcane Caster 12 HP: 98/123 AC: 38 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Shield

Xerath sighs as Appario bumbles his way in front of him. Nevertheless he tries to take advantage of the creepers being stunned by launching another pair of fiery bolts at one of them. Targeting #3

Empowered Scorching Ray

1d20 + 5 + 1 + 3 - 4 ⇒ (9) + 5 + 1 + 3 - 4 = 14

4d6 + 3 ⇒ (1, 1, 2, 2) + 3 = 9 13 damage with empower.

1d20 + 5 + 1 + 3 - 4 ⇒ (19) + 5 + 1 + 3 - 4 = 24

4d6 + 3 ⇒ (6, 6, 3, 5) + 3 = 23 34 with empower.


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Maddok follows Derek into the room and takes up a position near his little brother.

With a shout, Maddok brings his hammer crashing down on the reeling darkfolk.

1d20 + 12 + 1 + 3 ⇒ (14) + 12 + 1 + 3 = 30
1d6 + 16 + 3 ⇒ (1) + 16 + 3 = 20

The hound tears into his opponent's exposed throat.

1d20 + 7 + 1 + 3 ⇒ (19) + 7 + 1 + 3 = 30
1d8 + 10 + 3 ⇒ (4) + 10 + 3 = 17


Xerath's flames envelop the near-defenseless dark creeper, causing it to combust into a searing flash of bright white light threatening to blind those standing nearby.

Fortitude vs blindness (creeper #1): 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 15 (-2: aura of menace)
Fortitude vs blindness (creeper #2): 1d20 + 5 - 2 ⇒ (15) + 5 - 2 = 18 (-2: aura of menace)
Fortitude vs blindness (creeper #4): 1d20 + 5 ⇒ (5) + 5 = 10
Fortitude vs blindness (Appario): 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23 (+2: magic circle)
Fortitude vs blindness (Derek): 1d20 + 4 + 2 ⇒ (3) + 4 + 2 = 9 (+2: magic circle)
Fortitude vs blindness (archon): 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12 (+2: magic circle)

Blindness duration: 1d6 ⇒ 4 rounds

All the creepers appear to be blinded by the blast, as are Derek and the archon. Appario, on the other hand, is able to shield his eyes to avoid the light's effect.

***

>>>Current Map<<< (Derek and the archon are blinded, all creepers are stunned and blinded, the blue-ringed creeper is prone, the "i" square can't be used for movement)

Up next: Yahirma, Maddok, Appario.


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Oops, look like I ninja-posted on you Are.

The hound tears into where he assumes his opponent's throat is.

Miss Chance - 1d100 ⇒ 56

Instead his teeth snap on empty air.


56 should be a hit, considering rolling high is usually good.. or do you consider low good?


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

We have (or maybe just I have) gone back and forth so I kind of lost track. Lately I've been assuming low = good and I've been trying to follow that guide in my face-to-face games as well. I'm good with whatever.


High has always been good (for the person rolling) in all of my rolls of such nature, I believe. Of course, I always also specify what the results of the roll will be with ooc-text next to the roll, so even if I choose something else for a particular roll, it will always be clear what I selected :)

Like this: Miss chance: 1d100 ⇒ 20 (1-50: miss, 51-100: hit)

Since you didn't specify whether low or high would be good, I just wanted to confirm which you had selected for that roll.

Of course, all of that doesn't matter, now that I think about it, since the archon has scent and a target right next to it.

***

Maddok has no trouble hitting his chosen victim, and despite its howls in frustration at no longer being able to see, the archon's keen sense of smell guides its jaws to the throat of the creeper lying on the ground in front of it.

Like the other dark creeper, this one also combusts into a blast of white light when it dies.

Fortitude vs blindness (Appario): 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24 (+2: magic circle)
Fortitude vs blindness (Maddok): 1d20 + 11 ⇒ (5) + 11 = 16
Fortitude vs blindness (Yahirma): 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 (+2: magic circle)

Blindness duration: 1d6 ⇒ 5 rounds

None of the still-seeing succumb to the blinding light, as each is able to cover their eyes quickly enough.

***

>>>Current Map<<< (Derek and the archon are blinded, both creepers are blinded and stunned, the "i" square can't be used for movement)

Up next: Yahirma and Appario.


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Sounds good. I'll try to stick forward to high = good going forward.

It doesn't matter because Maddok made the save, but doesn't he benefit from the archon's built-in magic circle?

Maddok actively works to shield his vision-impaired little brother.


Maddok wrote:
It doesn't matter because Maddok made the save, but doesn't he benefit from the archon's built-in magic circle?

He would, if he hadn't gone out and spent lots of gold on a cloak of resistance +3 :)


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

...I knew that. =/


Male Human (Azalanti) Hp: 96/110, AC: 30 Bard 8/Fighter 4

Derek, unable to see anymore holds his rapier across his chest diagonally, focusing completely on defence for now.
Total defence action.

Shoanti:
"I am blinded big brother!


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Shoanti:
"I know little brother, stay close. This will be over soon."


Male Human (Taldan) Abadaran Militant 12

Round 2

Appario will dance (spring attack) to strike at DC#4 and end his movement in P25.

1d20 + 14 ⇒ (3) + 14 = 17 to hit;
1d10 + 5 + 1d6 ⇒ (2) + 5 + (4) = 11 damage.


Female Changeling (Mauxi Mwangi) Mwangi Spiritualist 12

As blades and bludgeons whip about the room, Yahirma notes the considerable advantage of her allies and conserves her energy.

Cast guidance move past Maddok, tap him with the spell, and end in Q28


Appario: That should be 1d10+6+1d6, plus you forgot Derek's inspire bonus!

***

Appario slides Extortion through the body of the dark creeper as he dances his way through the battlefield, causing it to combust just like the others before it.

Fortitude vs blindness (Appario): 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23 (+2: magic circle)
Fortitude vs blindness (Maddok): 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17 (+1: guidance)

Once again the two warriors avoid their eyes being seared by the strong burst of light.

***

The last remaining dark creeper is finally able to shake the sound from its ears. Still blinded, yet realizing it's now alone, it tries to run north into a hallway that soon takes a sharp left turn.

Acrobatics to move at full speed while blinded: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4 (-4: blinded penalty)

Appario sees the creeper following the hallway briefly before its blindness betrays it. The dark creeper crashes into the wall at the corner, falling to the ground.

***

>>>Current Map<<< (Derek and the archon are blind, the creeper is prone)

Up next: The PCs.


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Maddok closes on the fallen creeper and grabs it around the collar.

Grapple - 1d20 + 15 + 2 ⇒ (14) + 15 + 2 = 31

"Your comrades are slain and you're outnumbered. Stop struggling and your life will be spared", he growls.


Male Chelish Arcane Caster 12 HP: 98/123 AC: 38 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Shield

Xerath follows after the creeper and fires off two more bolts of fire. He'll end up in N25

1d20 + 5 + 3 + 1 ⇒ (1) + 5 + 3 + 1 = 10 Flat-Footed Touch?

4d6 + 3 ⇒ (3, 3, 1, 2) + 3 = 12

1d20 + 5 + 3 + 1 ⇒ (3) + 5 + 3 + 1 = 12

4d6 + 3 ⇒ (2, 4, 1, 2) + 3 = 12 Flat-Footed Touch?


Hm. I shouldn't have granted the magic circle bonuses for the blindness rolls, since these guys aren't actually evil.. luckily none of the relevant saves would have gone differently :)

***

As he strides forward, the light on Maddok's hammer shows him the hallway continuing west for only 20 ft before turning sharply south.

The filthy creature cowers in Maddok's grip. Its milky-white eyes clear of their blindness, although the creeper still squints to shield itself from the Morrowfall's bright light shining in the room nearby. It smiles at Maddok, speaking Common as one who knows the words, but rarely uses the language.

"Fine, fine! I stop struggling. See?" The creeper goes limp in Maddok's arms.

***

>>>Current Map<<<


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

Maddok bodily lifts the creeper off the ground and drags it into the main room towards the rest of the party. He uses his body to block the worst of the Morrowfall's bright light.

"What's further down this hall? What other creatures stand guard?", he demands.


Since those two rays will miss (the creeper is no longer blind; it actually succeeded on its save and was only blind for 1 round, until its turn was over), and Maddok succeeded at his grapple, it's probably best if Xerath saves his spell for later :)


Male Chelish Arcane Caster 12 HP: 98/123 AC: 38 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Shield

Okay fine.

"Answer him welp or you burn."


The creeper writhes feebly, turning its head this way and that to avoid the light behind Maddok's back.

"A funny room." It laughs briefly. "Many rooms. Many guardians. Nasty humans and Strange Sandor.." The creeper stops talking, then looks directly up at Maddok's face. "I not betray my masters!"

Both Appario and Derek recall that dark creepers revere their more sinister kin, the dark stalkers, almost like gods.


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

"Your masters cannot protect you from what is to come if you do not talk. Who is Sandor? What guardians?", Maddok growls as he tightens his steely grip.

The big Shoanti punctuates his point by taking a quarter-step to the side exposing the darkfolk to more of Derek's light.

1d20 + 17 + 4 ⇒ (11) + 17 + 4 = 32


"Aaah!" The dark creeper cries out in response to Maddok's intimidating growl and tightening grip, and shuts its eyes against the light. "Wait! I tell you!"

"Guardians like me. Nasty humans like those." The creeper points in the general direction the group came from. "And the masters." Briefly forgetting who's in charge here, it smiles again. "The masters take your light and kill you!" It shakes its head, returning to its cowering self. "Strange Sandor knows all. Sees all. All that happens."


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

"What powers does he possess? Is he a mage or a warrior like myself?"

Maddok peels back the hood of the filthy robes so the creeper cannot hide from the burning light.


Ah, the cruelty of so-called good guys :)

***

The creeper screams in fear, still keeping its eyes closed. "Stop! Not like you! Like your fire-slinger! He has a dragon staff! He knows all and sees all! I not know more!"


Male Chelish Arcane Caster 12 HP: 98/123 AC: 38 FF: 23, Touch: 22 F:+16, R:+12, W:+19 Perception:+18(Effects: Mage Armor, Heroism, Barkskin+4, False Life, Freedom of Movement, Remove Fear, Shield

Who said I was good?

"Like me? Interesting. Alright, let him go. If you want to keep your life, never step foot on the surface world again. Otherwise I will end it myself. Painfully."

Intimidate
1d20 + 6 + 4 ⇒ (5) + 6 + 4 = 15 :(


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

There's no room for mercy on the Storval!

Maddok pulls back the creeper's hood and moves back into position to block the light from the Morrowfall.

He retrieves his rope from Appario and uses it to tie the prisoner tightly.

"Stay here and await our return. Do not think of escape or we will find you and cast you into the sun!", the big man threatens.

The noble hound moves adjacent to Maddok and renews his blessing.

1d8 + 6 ⇒ (4) + 6 = 10

"Let's find this Sandor."

After gathering whatever valuables can be found on the darkfolk's remains and handing them off to Appario, Maddok tries the door at N27.

"Stay close little brother."


Each of the four dark folk carried one masterwork dagger and five ordinary daggers, all coated with some sort of black paste.

The door opens easily, revealing a spacious room that was likely once an armory. Damaged weapons and partly ruined suits of armor have been piled up along the north wall, while several filthy bedrolls are laid out along the east wall. Six piles of various coins and jewelry dominates a small table in the center of the room, perhaps once owned by the four dead thieves lying in pools of congealed blood in the south-west corner, stacked on top of eachother. The entire room reeks of filth and unwashed flesh.

***

>>>Current Map<<<

Both Maddok's and Xerath's shield spells expired during the interrogation.


Male thoradorian minotaur ranger (wild hunter) 5 [ HP 63/63 (0 NL) | AC 18 Tch 12 FF 17 | Fort +8 Ref +6 Will +5* | CMD 25* | Init +1 | Perc +8 | Effects: none ]

If my Shield expired I assume the archon's time is up as well.

Maddok thanks the spirit and bids him farewell as it fades away returning to its heavenly home.

The Shoanti searches the room briefly.

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