DM Darkblade Giantslayer Campaign (Inactive)

Game Master GM Darkblade

The Giantslayer Adventure Path begins in the fortified town of Trunau in the southern part of the Hold of Belkzen. A series of strange events trouble the beleaguered town. At the town’s request, the PCs must uncover the source behind these events and step in to save the town from forces which seek an end to Trunau and it's peoples.


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HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

Ei! Take some time, perhaps it will get better in the future.

You can just lower the pace. There is always time to go.

Anyway I hope there is space for you to come back whenever it is possible :)


Morgrim, it is a shame to see you go. If you feel the period may be short, I could offer to DM PC for the time being. If not, I understand, I have been dealing with a few RL issues my self so I feel your pain.

Should Morgrim not be able to continue, do you wish to recruit another warrior to replace him, I have a few of the previous candidates held back who offered to step in should a death or RL issue arise in the campaign? Should we continue with another dwarf?


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |

It might feel odd to have no dwarves in this campaign, but I'm good either way.

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

Seems like having no dwarf might be a bit odd for this particular campaign but I'm personally more interested in having a character that would mesh well with the others in the group than in having a particular race.

Right now our group make-up, minus Morgrim, is Druid, Hunter (Ranger/Druid), Ranger, Sorcerer, and Bard (Archaeologist). We've got combat, divine, arcane, and knowledge/trapfinding covered pretty well I should think, so it's hard to say where we would really need a hand. Maybe a cleric or warpriest, something along those lines? It seems like the only thing we don't really have covered is some kind of healer, although the two druid casters could prepare some healing to cover that area, themselves; they just lack the ability to heal spontaneously.


Male Human Ranger/3;HP 18/28; AC 17 T 11 FF 16; Fort +6; Ref +4 Will +4; CMB +6; CMD 17; Per +8; Init +1; Spd 30ft.

Darn, i didn't think it was that long before Morninghawk wanted to see us. Sure, all for keeping Kurst updated.


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

It seems a cleric or paladin of Iomedae can make sense in Trunau. Channel energy just makes things much easier, so the group can focus on more interesting things other than micro-optimizing healing resources.

That said, I think the best a cleric can bring to the group is his large spell-list, which do not fully intersects with druids. Although lack of certain spells can be overcome with some GM and players creativity. He could even be a dwarf.

I would not feel too much pressured to get a cleric on the group, we can certainly manage through UMD and items healing.

I really hope Morgrim finds a way to keep with us. Otherwise, it is now a good moment to have someone new, we have hardly started.

Someone with good armor, either a fighter or a paladin, could be also of use, as well as bring some combat manoeuvres to the party, if not, at least for variety. But we already had a plan with animal companions as a meat shield.

Bring whomever is a good player with meshing personality and he will find something useful to do.

Those who wanted to visit Kurst, what are you waiting to go for it? :P


Dwarf Fighter [mutation warrior]/Investigator 1

Thanks all. I think I'm probably going to be gone for quite a while, so GMPCing me until I get back is probably not a good option.

Like I said, I'll finish out the investigation before I completely vanish...


Please do not feel confined to just the questions I have answered or offered in my recent posts. Speak up if you have something, I just wanted to cover the basics as I saw them, but I can answer anything else as needed.


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M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |

Just wanted to say that the inclusion of the links and pictures are much appreciated.


If the others had come looking, who knows, they might have spotted the trap. Life is funny that way.

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

Well...spit. Any chance a call for help would be heard?

Also, just my two cents here, but...if it's possible to do so, the best tactical decision at this point might be a full-round withdraw to try and get back together with the rest of the group. Two sneak attacks with no chance to react otherwise hurts no matter what...that much more when you're outnumbered.


Well, they could retreat back into the shop if needed. The problem was the surprise round and poor initiative rolls.

This attack was supposed to happen as an attack on the group while they slept. I found in play-testing that barring great rolls, the party fails to notice the assassins before serious damage is done, and with the group being scattered, at least one, most likely more than one players would end the game before it really began.

Your group is about 120-160 feet away from the site of the action.


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |

Ouch.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Definitely glad you decided to knock kill us off in our sleep at the very beginning of the game lol!

Are we within line of sight? I'm not exactly sure where we decided to rendezvous to be honest...


You are near the main gates in lower Trunau. You are about 120-160' up the street from Clamor.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Thanks, GM! So... basically we just need for someone *cough*Adir*cough* to shout for help lol.


They would need to shout REALLY loudly. The hearing DC faces a +12 to +16 adjustment for distance, then there are intervening buildings, the normal sounds of the town, etc, for at least a +5 modifier. I would likely set the DC at 17, 37 to pinpoint the exact location right away. Each successive success leads you 60' in the right direction. Base DC 5 -10 to hear combat, +15 for distance, +5 for terrible conditions, +2 for distraction, i.e. not expecting combat.


FYI - You can empty the contents of this palm-sized metal tube with a quick flick of your wrist (a move action), causing the bubbling transparent liquid within to instantly solidify into a jagged crystalline blade. By holding the tube, you can then use the crystalline blade as if it were a Medium short sword with the fragile quality. The blade lasts for 10 minutes, after which it evaporates, leaving nothing behind but the tube. You can add one dose of poison to the liquid in the bottle, which acts like applying a dose of poison to a weapon except it is a full-round action; when the liquid turns into a solid blade, the weapon includes one application of that poison. When the blade evaporates, the poison does so as well.

The individuals who created their blades took longer than the surprise round to do so. Just saying in case it was not obvious from the post they took time "fidgeting" with the blades before they formed.


Male Human Ranger/3;HP 18/28; AC 17 T 11 FF 16; Fort +6; Ref +4 Will +4; CMB +6; CMD 17; Per +8; Init +1; Spd 30ft.

*Sigh* well, i'm not a ranged ranger :)


M Eladrin Druid | HP: 18 | Armor:2 | XP:3 | Str:+2 | Dex:+1 | Con:0 | Int:-1 | Wis:+1 | Cha:0 | d6 |

Morgrim's up, correct?


Correct. Adir and Tuzak are in the street, Groin stepped out of the doorway and tossed an ax at the crossbowman. Morgrim is up next.

Delia and Songan are moving towards the sounds of Groin's shouts. At the end of this round they will be 90' away. They have rolled well for their Perception checks, so as long as the street is still noisy, they will be able to hone in closer next round, bringing relief and support. Twelve seconds, it will come down to about twelve seconds.

Can our aspiring heroes hold the line for twelve seconds more?

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

They should be able to hold it a little better at least, now that they aren't flat-footed any more.


If Morgrim can't post by tonight, I will DMPC him to move the battle forward, likely a charge against South Right, taking the waraxe and shield to catch the rogue before the liquid blade contraption is created, unless you think he's more the type to take out South Left for being a spy and sneaky harlot.

Didn't someone nearly try to bed the wench the night before? ;}


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

Darkblade, is there a map somewhere I missed?


Dwarf Fighter [mutation warrior]/Investigator 1

sorry... i'm trying to keep up as best i can


There is not a map of this intersection, since I moved the original encounter out of the pc's sleeping chambers. I am looking for something to mock up with it amongst my other pdf's, nothing yet. It is roughly as follows, though perhaps not a great scale representation.
DR is the doorway, with Morgrim just inside ready to come out
Groin is G
Adir is A
Tuzak is T
Crossbowman is CB
South Left/Right is SL or SR
North Left/Right is NL or NR

Combatants are roughly 2' per "." apart at this point

Adir and Tuzak came out, sensed the pending attack and cleared the doorway for the others. The attackers stepped out of the shadows and acted in the surprise round. The crossbowman hit both Adir and Tuzak, life threatening but they are still alive. Groin missed with an axe tossed at the crossbowman. SL is the new waitress from the Killin Grounds.

__alley__________DR__________alley____________________
..SL................G.......NL........
................A..............CB.....Help coming <---
....SR.........T......................
..........................NR..........
__alley______________________alley____________________


Understood Morgrim, glad to have you still with us. I hope to make things interesting for you while I can. Nice tactic with the helm and dorn dergar, should lessen the ranged a bit. Your replacement will need to be on his toes to meet the bar you are setting.


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

Oh, yes, crafting maps is very time consuming :(

I have tried a look at "ambush alley" in the internet. The best I found was this map. Don't know if it fits to your idea.


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

I had some time today. Thus I made a small schematic map. I don't know the exact location of everybody, but I hope it is helpful enough for us to use it Darkblade!

Alley map

Sorry for taking the licence of preparing it, but I like so much playing on a board!
Please, feel free to improve it as much as you can! Everybody can edit it, I think that provides good agility to the playing.

Is now turn for group 1 Bowman, North Left, South Left?

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

I think we're waiting on Groin's round 2 action right now.

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

Just checkin' in to make sure that we're all doing ok.


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

Same, waiting for my turn to be call out.


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Sorry folks, had a bad day with my neck yesterday, then Paizo was down for maintenance when I arrived home, so I crashed to rest my spine.

Songan, you may cast a silent image of a wall, but I am not certain how successful that tactic would be. A sudden wall appearing may only buy the group a moment's respite, and then only if placed well.

Look at the map and decide how you wish to proceed.

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

Sorry to hear about your neck, Darkblade! I hope that you feel better soon.

Songan doesn't have his bow drawn right now, but his sword, so I think a spell is my best option here; since hostilities have begun, Charm Person is likely not going to work, since they'd get a +5 to their save against it.

I think my best option is to create an illusion of some kind to distract them, however momentarily. Would I have enough time to cast an image of something happening to one or two of their swords? The blades disappearing into vapor or turning to wood or something?

EDIT: Meh, nevermind. I'll just take another move to get closer to the combat. The simplest solutions are often the best and, like you said, there wouldn't be a lot of time to think of complex or detailed illusions to throw numerous enemies off.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Darkblade, sorry to hear about your neck man! Hope you are feeling better soon.

I wanted to get your input on this thought. I figure that Delia would dye the fletching on her arrows a certain color, I'm thinking blue to differentiate her arrows from others. She would have trained Jace to recognized that specific color to indicate her targets and to attack said targets upon recognizing the fletching? If that's a little too crazy, no problem. I was just trying to think up something interesting.


Songan wrote:
I think my best option is to create an illusion of some kind to distract them, however momentarily. Would I have enough time to cast an image of something happening to one or two of their swords? The blades disappearing into vapor or turning to wood or something?

Anything they'd have in hand would gain a bonus on the save, were you to cast an illusion in such a fashion. A large fiery sun-ball appearing overhead might momentarily distract them, cause them to wonder if it were a fireball in the offing, etc. They would get a save but it might buy they others a moment or two.

As to my neck, it appears the ice slip I took exposed a deterioration of the C4 & C5 in my neck. Trying to medicate to reduce swelling and inflammation, but if a mix of drug & physical therapy fails, then I will have to look at surgical options. Haven't decided on the red or blue pill just yet.


Delia Everheart wrote:
I wanted to get your input on this thought. I figure that Delia would dye the fletching on her arrows a certain color, I'm thinking blue to differentiate her arrows from others. She would have trained Jace to recognized that specific color to indicate her targets and to attack said targets upon recognizing the fletching? If that's a little too crazy, no problem. I was just trying to think up something interesting.

Per Wikipedia "Cats can see some colors, and can tell the difference between red, blue and yellow lights, as well as between red and green lights. Cats are able to distinguish between blues and violets better than between colors near the red end of the spectrum."

I think that could be something you could train Jace to do. Not sure how effective it would be at night, as they have so fewer cones than humans, and their night vision is more geared for movement rather than color. Now, get your hands on some blue phosphorescent paint for the arrow, you should be good to go.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Sweet! In low-light it's likely going to be very close combat as Delia doesn't have any type of enhanced vision lol. That or she will be firing into the light from outside the darkness... which could potentially work very well...

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

In case it makes a difference, that attack roll should be 2 higher for the charge, so the total should be 20 instead of 18.

-Posted with Wayfinder


Guys, if you haven't read this yet, you might want to do so soon. Yes, there are a few spoiler moments, but it also emphasizes the importance of teamwork in the face of the deadliness that is this AP. Forewarned is forearmed, burnt children dread the fire...

Giantslayer Marathon Part 1


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

We staggered a bit with the split battle and Morgrim, apparently, definitive disappearance.

Perhaps we can faster/effectively reorganize the team and talk out the next steps here so Darkblade can move out things and push the pace again.

I might have left something out but I feel the next we can do are one of these actions:
1- Interrogate the ambushers
2- Explore the Plague House
3- Look for Patrol Sargeant Frum (he seems to be in Killin' Grounds)
4- Register the town for the blonde man and his half-orc followers
5- Locate-object spell to find where Brinya’s hopeknife is (the one Rodrik lost)

In bold the one which I think sooner or later we have to do.
I would left the interrogation for Kurst and his agents, look for the Sargeant Frum at Killin' Grounds and then go explore the Plague House.

Delia@ perhaps you can attempt a Heal (treat deadly wounds) on Morgrim to try bring him back to positive numbers (DC 24 without a healing kit).

Grand Lodge

Male Catfolk Bard (Archaeologist) 4; HP 24/24; AC 19/14/15; F+2/R+8/W+3; Init +5; Per +10

With the things we've learned regarding Katrezra, exploring the Plague House is high priority. I say we interrogate our ambushers first, or at least make sure they're turned over to the authorities; after that, I say we get healed up and head straight for the Plague House.


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Leira, Delia cannot make that DC with Heal skill check. The highest I can get is a 22 and that's only because her positive Wis mod...


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

Oh, you are right! I did not remember you get the healing at level 2.

Perhaps we can sell these guys equipment and buy a healers kit (50gp), the +2 will place you at +4 healing :)


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

That's a good call. That will put me at a nice +8 bonus to Heal checks with only 1 point into the skill. That's not too shabby for a start.


Dwarf Fighter [mutation warrior]/Investigator 1

You guys don't need to worry too much about me... as I said, I need to bow out so please feel free to just drag Morgrim back to his uncle's for his long recovery and you can continue on with your adventure.


Morgrim, thank you for your participation in our little quest. Should you find yourself at a point you might like to rejoin, or perhaps field a few NPC positions, please let me know. It was a privilege sir.

I am bringing Dundin Larringfass in at this juncture, for your welcoming/interrogation/etc.

Good luck all.


Dwarf HP 20/20; AC 16 (19 Drakeheart M); Fort +7, Ref +7, Will +5 ; Perception +5; Fire Resistance: 1

Hi, I am your grumpy, suspicious dwarf. Not hugged enough till he found Cham to take him in.


HP 142/142 AC 39 29 TAC 18 15 FF 35 25 | CMD 35 | F +12 R +14 W +17 (im. fear; +2 il.; +4 reroll 3/3) | SS:1/2 PoG:16/17 L1:4/7 L2:3/7 L3:6/7 L4:5/7 L5:2/6 L6:4/6 L7:5/6 L8:4/4 | Ini +4 (x3) Senses darkvision 60' +18 |
Skills:
Acro+11,Climb+5,Diplo+19,DisDevice+22,HAnim+5,Heal+5,Intim+8,Keng+4,Khist+1 8,Kplanes+13,Kreligion+14,Ling+16,Ride+3,SMotive+5,Spellcraft+5,Stealth-1,U MD+17,Conc+21
Female Orc blooded Human Oracle 17 | GS Doc | (Completed Giantslayer)

Greetings Dundin, I hope we have fun here :)

We are in a quite interesting investigation right know. My nose says we are close to place most of the pieces together. You can see a link under my status bar with most information we have found summarized.

Welcome!


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Dwarf Fighter [mutation warrior]/Investigator 1

Thank you all for the chance to quest with you, be it ever so briefly. Happy hunting and hopefully our paths will cross again.

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