DM Carpe's Serpents Skull

Game Master Byden

The merchant ship Jenivere has embarked upon a voyage from Magnimar to distant Eleder, in a land of jungles and ancient ruins. Our heroes have been picked up at one of the many ports along the way, and now head for the myth shrouded Mwangi expanse.


1,551 to 1,600 of 2,132 << first < prev | 27 | 28 | 29 | 30 | 31 | 32 | 33 | 34 | 35 | 36 | 37 | next > last >>

Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

"If we could kill them both in one go, or lure them out here, we might be able to sneak in," Quinta whispers, eyeing the two guards. "Thoughts?"


Quinta Wist-Thrune wrote:
"If we could kill them both in one go, or lure them out here, we might be able to sneak in," Quinta whispers, eyeing the two guards. "Thoughts?"

Alexite, bow and arrow still ready, turned to Quinta, "Well they look to be guards and when I was on guard duty, I was told to raise the alarm first and investigate later so we would have to be real good at killing them at the same time."

He then remembered Quinta's abilities and raised an eyebrow, "Or... perhaps you could 'distract' one while we concentrated on killing the other one. Say maybe, disguise yourself as a savage, call one over and fascinate him. We don't need much, maybe a few seconds. Then Jack and I can shoot the other fellow and then turn on 'your savage'."

He looked at Jack and the rest, "Well? What do you think?"


M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

"It does seem like the only way to accomplish this quietly. Quinta, perhaps you could add some urgency to the situation by claiming that you need help with something. Something along the lines of 'Shh, you need to see this' and then lead him away."


M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

Joll remembers that the cannibals speak broken Infernal and coaches Quinta in their language, as best he can determine it. The sum total is just a crude phrase that conveys: "Quiet, look at this".


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

"I can't say that," Quinta says, shaking her head. "I'm going to have to try something else. Help me get this armour off."

Quinta blushes furiously as she peels off first her armour, then most of her clothing, leaving her in her underwear. "Mind my gear," she says as she firmly plants the Hat of Disguise on her head and arranges the Aegis and the ring on the string around her neck so they fall between her breasts -- and she shifts form.

Where Quinta stood, there is a demonic-looking woman, possibly a tiefling of some kind. Where Quinta is pretty, this creature is... darkly attractive, possessing a corrupt kind of sensuality. Broad of hip, forward of breast, she casts dark, sultry eyes on all of you as she rustles her wings and tail. "There is one language all men speak," the creature says.

Quinta mutters a brief spell, then begins to dance and hum as she sways out into sight of the guards...

Quinta casts Mage Armor and uses the Hat of Disguise to look like something devilish/demonic for a bit of extra oomph to her performance in the guards' eyes. Perform (dance): 1d20 + 7 ⇒ (10) + 7 = 17 to Fascinate.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Quinta move to just outside the perimeter of the light before swaying seductively forward and beginning her dance.

Both of the cannibals silhouettes go still and one can be heard asking something in a questioning tone, to which his comrade makes no reply.

Will Save: 1d20 + 1 ⇒ (8) + 1 = 9
High is Good for PCs: 1d100 ⇒ 74

Cannibal vs Cannibal: 1d20 + 4 ⇒ (13) + 4 = 17 Damage: 1d6 + 9 ⇒ (5) + 9 = 14


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

The power of crumpet compels you! ^^


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

The suddenly there is a wet thumping sound, a brief gurgling and one of the silhouettes flings the other casually over the cliffside. Before calling something out towards Quinta and vanishing from sight.

"Athak garr anar Halak!"

You may attempt actions at any point during these events.

Joll:
He calls something along the lines of, "Joy, chosen Halak!" You do not recognize the last it could be a name, or simply a word you are unfamiliar with in this degenerate tongue.

Quinta:
You think maybe he said something about happiness?

Perception Quinta Wist: 1d20 + 4 ⇒ (8) + 4 = 12
Perception Joll Beliver: 1d20 + 8 ⇒ (8) + 8 = 16
Perception Dragolan Canario: 1d20 + 1 ⇒ (6) + 1 = 7

Quinta Linguistics: 1d20 + 5 ⇒ (13) + 5 = 18

This is one of those things that may never make a lot of sense to you guys. It does make sense in the context of the module though and if you beat the cannibals I'll explain it OOC.


M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

Joll springs upright to give chase. He informs the others of the savage's pronouncement."He said 'Joy, chosen Halak! I have no idea what that means. Let's see catch him before he alerts the others."Arrows anyone?


Still amazed at Quinta's transformation, the ranger held his bow ready. He knew that maintaining surprise really depended on the next few moments. They could continue to sneak into camp, free the prisoners, and possible be out without being seen or they could face a whole lot of raging cannibals.

As soon as the first body fell, Alexite stepped in front of the tree he was hiding and quickly released two arrows.

Alexite attack with longbow, rapid shot, deadly aim
attack 1, longbow to hit: 1d20 + 2 ⇒ (19) + 2 = 21
attack 1, longbow damage: 1d8 + 2 ⇒ (4) + 2 = 6
attack 2, longbow to hit: 1d20 + 2 ⇒ (14) + 2 = 16
attack 2, longbow damage: 1d8 + 2 ⇒ (2) + 2 = 4

I have no target AC, distances, etc. so I don't know but those look like hits. Here's hoping. :)


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

It would be a surprise round rather than a full one Alexite.

Alexite's arrow thumps home and the silhouette staggers back a little but remains upright. Then he lets out a bellow of alarm and disappears from sight.

You are all up!

Init Jack Sand: 1d20 + 3 ⇒ (16) + 3 = 19
Init Quinta Wist: 1d20 + 2 ⇒ (16) + 2 = 18
Init Joll Beliver: 1d20 + 3 ⇒ (16) + 3 = 19
Init Alexite Krupt: 1d20 + 2 ⇒ (15) + 2 = 17
Init Dragolan Canario: 1d20 + 1 ⇒ (7) + 1 = 8
Cannibal: 1d20 + 2 ⇒ (19) + 2 = 21

You are twenty feet off the map to the top right. The visible guard post is ten feet high.

MAP


Can I ask you to wait a little bit for Jack's post? If there was anything decided in the 'days long' planning was that both Alexite and Jack would shot.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Certainly. AC 15.


HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1

Dragolan sights down his crossbow and looses at the remaining sentry a split-second after Alexite's attack. His quarrel only inflicts a shallow wound on the cannibal, though.

Light crossbow attack on native: 1d20 + 3 ⇒ (13) + 3 = 16
Light crossbow damage to native: 1d8 ⇒ 1


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack fires a well-calculated shot when Alexite gives the signal.

"Not so fast, lover boy!"

Attack: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d6 + 2d6 + 1 ⇒ (6) + (3, 3) + 1 = 13


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

No sneak attack as you are not within 30ft.

Jack's arrow thumps into the cannibal's throat, above Alexite's ahft, and Dragolan's bolt, and drops him from sight with a soft thud.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

My bad for not checking the map. I'm tired. He's still dead, so whatever!


M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

"Let's move in" Joll says in a hushed voice as he cautiously makes his way forward in a half-crouch.

Does he still hear the hissing sound?


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

"Just a minute!" Quinta complains.

The Chelishgirl remains in her fiendish disguise, but is struggling to at least get her outer garments on.

"No time for the armour, but I don't want to go in there half-naked!"


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

As soon as she is somewhat presentable, Quinta moves forward with all due stealth and attention for her surroundings.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22. Stealth: 1d20 + 8 ⇒ (15) + 8 = 23.


M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

Carpe, did the savage still yell out a warning? Initially you said he did but that was before Jack put an arrow into him and finished him off. There seemed to be a bit of confusion about the timing, to me anyway.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

He did not, essentially you killed him while he was still flatfooted.


Stealth (jungle): 1d20 + 8 ⇒ (13) + 8 = 21

The ranger took no time to congratulate his companions on some fine shooting but rather stealthily went to see that both guards were indeed dead.

He trekked across the jungle to where they should have fallen, knife in one hand ready to finish the job should there be anyone alive. Seeing that both savages were indeed taken care of, he signaled for the rest of his companions to catch up to him.

OK, just moving this along.
Carpe: Would you please give us an update and let us know what our options are?


M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

Joll follows Alexite, doing his best to mimic the ranger's stealthy movements. The recent hissing sound still disturbs his thoughts.

Stealth, if needed
1d20 + 3 ⇒ (12) + 3 = 15


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

The group creeps forward and cautiously peer around into the camp, there tethered just inside the entrance is a great lizard head raised nostrils flaring as it scents the air. A Shiv Dragon, fully six and a half feet long.

The only other viable way into the camp appears to be by climbing the cliff, which is clearly a very risky proposition as the cliff overhangs the edge creating a lip that looks like it would trouble even a skilled climber.


M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

Joll raises his arms and gestures as if shooting a bow in the direction of the lizard. Then he holds up a finger to indicate a pause and begins to mumble a spell quietly enough that the others must strain to hear it. Upon completing the spell he touches Aelxite on the arm. Joll then repeats the process and touches Jack and Dragolan in turn. The inquisitor's touch brings a curious transitory hot sensation.
Guidance cantrip: +1 to next roll made within one minute


Alexite instinctively recoiled from the inquisitor's touch not wanting to feel the vileness he felt from his last touch. Not feeling the same, the ranger concentrated on the matter at hand and continued to look at the large lizard.

Seeing everyone ready to shoot, the ranger sighted down his shaft and released the arrow.

Alexite cursed as his arrow bounced off the tough hide of the great lizard and looked sideways at the inquisitor as if to blame him. He decided against saying anything and quickly readied another arrow.

Alexite attack with longbow, deadly aim, guidance
attack, longbow to hit: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
attack, longbow damage: 1d8 + 2 ⇒ (1) + 2 = 3

Carpe: That was just my surprise round; please let us know if we can continue to shoot or if the lizard-thingy is attacking or something.


HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1

(Sorry, I am posting via phone.) Dragolan shakes his head. "Alexite, try to make friends with it."


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

Initiative: 1d20 + 2 ⇒ (1) + 2 = 3.

Seeing Alexite reach for his bow, Quinta hisses with alarm and tries to grab his hands before he can shoot.

"We went to all this trouble to prevent noise!" she whispers in an urgent tone. "Attacking this beast will make a big ruckus. Do as Dragolan suggests, if you can; soothe the creature so it will let us pass."


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

He already took the action, and Quinta didn't roll high enough on that initiative to act before him. I think we just have to deal with the consequences at this point. It sucks that we don't have any other reliable ranged damage to quickly take this thing out. If Carpe allows us to stop Alexite before he tries to shoot the beast, then ignore the below roll. Otherwise, I'm going to try and do some damage so we can kill it fast.

Jack pulls back an arrow and shoots instinctively, hoping to silence the beast before it creates a stir.
*
*

Attack: 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Damage: 1d6 + 2d6 + 1 ⇒ (6) + (1, 3) + 1 = 11

I don't know how close we are to the lizard, but I'm assuming pretty close since we have to get to the gate just to see it. If sneak attack isn't eligible, then I do 7 damage instead of 11.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Alexite's arrow flies wide of the mark, but Jack's buries itself in the creatures eye!

Alexite, Dragolan, and Jack are up!

You are about fifteen feet from the Shiv Dragon.

Init Jack Sand: 1d20 + 3 ⇒ (8) + 3 = 11
Init Quinta Wist: 1d20 + 2 ⇒ (7) + 2 = 9
Init Joll Beliver: 1d20 + 3 ⇒ (6) + 3 = 9
Init Alexite Krupt: 1d20 + 2 ⇒ (18) + 2 = 20
Init Dragolan Canario: 1d20 + 1 ⇒ (16) + 1 = 17
Shiv Dragon Init: 1d20 + 2 ⇒ (9) + 2 = 11


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack quickly pulls another arrow out of his quiver and lines up a shot. "Nothing personal.", he whispers as he releases the arrow into the lizard's skull.

Attack: 1d20 + 5 ⇒ (16) + 5 = 21
Damage: 1d6 + 2d6 + 1 ⇒ (4) + (5, 5) + 1 = 15


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Whoops forgot to include monste rinfo, not that it really matters!

Jack's second shot sends the great lizard tumbling limp to the dirt!

I'll just give you a total for the cannibal camp for Xp later.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

"Let's try to avoid conspicuous actions and cover our trail as we go along. Only an amateur gets caught at the front door."

Jack walks over and snaps off the shafts of the arrows that he'd sunk into the lizard's head. It'd be too messy to rip them out, but snapping them off near the skin made them a lot less noticeable. He posed the creature like it was sleeping, which might at least fool a casual observer.

"I think we're clear for now. Stay low. I'm going to scout ahead."

Jack keeps his eyes and ears open for cannibals, traps, and other hazards as he quietly stalks through the camp. He sticks to shadows and behind cover whenever possible.

Perception: 1d20 + 11 ⇒ (8) + 11 = 19
Stealth: 1d20 + 12 ⇒ (17) + 12 = 29


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

"Want me to back you up?" Quinta whispers. "I'm pretty quiet, when I want to be."

Provided Jack agrees, Quinta follows him, stepping practically in his footsteps while keeping an eye out for anything he might have missed.

Stealth: 1d20 + 8 ⇒ (17) + 8 = 25
Perception: 1d20 + 4 ⇒ (19) + 4 = 23.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Creeping forward Jack and Quinta see a large hut to their west, a small hut before them with a simple hide curtain serving as a door, in the center of the camp is a firepit upon which sits a great black cauldron, there are only ashes and coals there now. To the south west another crude hut is attached to the lighthouse which looms over the whole camp.

Between two swathes of thick vegetation is another narrow hut almost directly south, and near the firepit, just beneath the lighthouse wall is a hole leading into a deeper darkness than the night. The hole is covered with bamboo and driftwood, a number of vines are anchored next to it so someone might descend. Quinta instantly recognizes it.

Nobody appears to be awake....

MAP


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

Quinta's skin crawls, and she bites her lip so as not to squeak.
In silence, she taps Jack's shoulder and points at the hole.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Is she trying to imply that we should go into the hole?


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

That's the kind of thing you would need to establish IC.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack shoots Quinta a puzzled look before whispering:

"What is it?"


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

"I think the prisoners are put in there," Quinta whispers back. "I... dreamed it. I think. It makes sense, though."


Alexite shook his head, "This is a bad idea. We don't want to be caught from behind. I suggest we continue exploring the area above and then head deeper underground."


M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

"Agree. If we can kill them quietly in their sleep, so much the better." Joll looks to Dragolan for his response.


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

Quinta:
I should really add a little detail here for clarity.

You dream of serpents coiling together in a great writhing sea of scale, and feel yourself slowly sinking into the cool smooth mass until you disappear beneath it into darkness.

You open your eyes and fee strange, sharper, and utterly assured of your own superiority. Before you is a roughly man sized hole covered over by a crude wooden grid beneath which can be seen inky darkness in sharp contrast to the bright sunshine about you. You gesture imperiously and a glazed looking man, wearing the tattered remains of a once fine silk doublet, with a steps forward pulling aside the cover and taking hold of a rope which he uses to climb down into the darkness....


Female Human (Chelish) Bard 1 / Sorcerer 2; Initiative +2, Perception +4, hp 19, AC 14 (+2 Dex, +2 armour), Fort +3, Ref +5, Will +7

"It may not be our people, but I saw... someone being lowered into that hole," Quinta whispers as she stalks closer to the covered hole, senses constantly trained on her surroundings for danger. "Maybe our people are down there. Maybe. Worth a look?"


HP 10/10, 0 NL, AC Chelaxian Human ***INACTIVE*** Life Oracle/1

"Oh, most definitely. Coexistence with these degenerates, even for the short time we hope to be here, does not seem to be a possibility. There is also the small issue of their blocking access to the lighthouse, and the rather larger issue of their having captured our fellows. I still fear that belling this particular cat is not going to end as easily as it has begun. Still, we are inside their camp, and they none the wiser."


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

"Someone stay and keep watch. The rest of us should go down and see what's happening. Quinta or Dragolan, I'm going to need you to give me some light once I'm a little further down."

Jack checks the stability of the vines and then begins to descend.

(I'll take 10 on a climb check here if it's required and seems like it would be sufficient. So that's 17.)


Lacedon Monster Info:
AC 14, touch 12, flat-footed 12 hp 13 (2d8+4) Fort +2, Ref +2, Will +5 Defensive Abilities channel resistance +2

As Jack descends and Dragolan gives him a pebble with light cast upon it, which he carefully covers until he is down inside the hole. Revealing the light he sees he is in a long uneven shaft that leads down some twenty feet until it opens up below. Cautiously shinnying down further he emerges into a ten foot high obviously natural cavern. The floor of which is covered in scattered leaves, pieces of fallen wood, broken weapons, and bones all liberally covered in dark dried blood. Jack's nose is also assaulted by the reek of decay coming from the caverns single narrow exit.


HP: 12/18 | AC: 17/13/14 | Saves: 0/+6/+3 | Initiative: +3 | Perception: +11 (+12 vs. traps) | Evasion | Fast Stealth |

Jack cringes. This isn't the kind of place you'd ever want to end up in, that's for sure. In fact, he's so taken aback by the smell that he ends up dropping the light-enhanced pebble onto the floor. He eyes the tunnel's exit after a cursory examination of the debris pile as he sifts through it in search of the pebble.

Once he secures the enchanted pebble, he approaches the tunnel where the stench is emanating from.

"I don't know if I want to find out what's in here.", he quietly whispers.

Knowing that time wasn't on their side, he decided that it could be important to their success on this mission. He proceeds through the narrow passage.

Stealth: 1d20 + 12 ⇒ (14) + 12 = 26
Perception: 1d20 + 11 ⇒ (11) + 11 = 22


M Human Inquisitor 1 HP 14/14 | AC 14 FF 13 Touch 11 | Saves +4/+1/+5 | Init + 1 | Percep +6

Joll scowled when he saw Jack descend into the pit. If we go down there we will be trapped. When the savages find the dead lizard they will know that enemies are about. Unless this leads into the lighthouse, that is. If we can get inside, we might be able to hold them off from within.

Still standing in a half-crouch, Joll slowly turns in a complete circle to scan the area. Unconsciously, he grits his teeth as he looks about.

Perception
1d20 + 8 ⇒ (3) + 8 = 11
Unfortunately, the only thing that he notices is a flock of Belorussian tarrasques flying low in the sky. Nothing out of the ordinary.

2,101 to 2,132 of 2,132 << first < prev | 33 | 34 | 35 | 36 | 37 | 38 | 39 | 40 | 41 | 42 | 43 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Souls for Smuggler's Shiv All Messageboards

Want to post a reply? Sign in.