DM Doctor Evil Rise of the Runelords AP

Game Master DM DoctorEvil

Loot Tracker

The Seven's Sawmill


3,501 to 3,550 of 3,922 << first < prev | 66 | 67 | 68 | 69 | 70 | 71 | 72 | 73 | 74 | 75 | 76 | next > last >>

Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

I am ready to go without expending all of my resources without knowing ahead of time what to expect. Once we know what we face then I can proceed accordingly. Limited as I am with my abilities I do not want to exhaust myself too soon and not have anything to offer for the level below.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

"Right. Let's head into this next area and see what Orik was warned about."


Sorry for my extended absence. I unexpectedly went out of town last week and was too busy to get much posting done. I am back, obviously, so let's continue.

Tunder opens the door to the west and instead of a chamber, it reveals a short hallway that ends in another door. Opening that, the group finds itself in a room previously visited.

The southern wall of this room is lined with cells with iron doors, six in all. The rest of the room is obviously a torture chamber; a rack sits against the far wall, an iron maiden stands to the north, and a burnt out fire pit stands below a spiky cage dangling form a chain in the middle of the ceiling to east.

All cells doors are closed and locked. Small windows in the center let you see that all appear empty. Two doors are also on the north wall, one leading to the creepy chapel where you found yeth hounds before. The other to an unexplored area.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena cautiously follows the others in waiting for the unexpected howl of hounds or hte painful feeling of fangs ripping into her. Instead all is quiet and while the room is distrubing in its decor there is really nothing to harm the group. Not what I would call a homely atmosphere but at least nothing is trying to kill us right now. Shall we keep going Tunder?


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

"Hang on." Barek points to the unexplored door to the north. "Let's see what's behind that." He nods Miri for her to check the door before they open it.


The north door is not trapped or locked. No sound is heard from beyond. Opening it reveals another short hallway that ends in another door.

That door also appears safe, and opening it, the party finds a dusty nest of rags, dog hides, and straw sitting in the northeast corner of a small room. To the south, a long workbench cluttered with pliers, hooks, tongs, saws, and knives runs along the wall.

A set of old metal keys lays among the various torture implements. It is obvious this was the quarters of the jailor, but based on the staleness and collected dust, this room has been empty for a few weeks.

No amount of searching turns up anything worthwhile here.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

"Where the good father met his end? I like this not. But there is nobody holed up here. Let us head below."


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

As by rote Selena casts detect magic on each room once it has been determined that there is no threat. Once that is accomplished thenshe will follow the others to where they lead. More than likely Seldon. I hate to think about such things but such is the possibility. Before we head down should we take a look at the strange creature that is to the east? I would not like it coming up from behind us as we descend lower.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek nods. "I agree with Selena. We came here to put an end to whatever evil might be still lurking here. Let's not pass up any areas. If there is a creature back there, we should try to put it down."

NE section of the map, please!


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

"We will, but let us go through the temple to make sure that nothing has taken residence there."


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Up and around it is then. Lead on Tunder.


The disturbing chapel is apparently still clear as the party passes through to the doors on the north east side of the complex. There the door opens into a cavern where the floor seems strangely polished and smooth. To the east, a thick curtain of vines and nettles hangs down over a wide opening overlooking the Varisian Gulf. A single tunnel branches off to the north, also having the same smooth, polished look to it.

The creature Mirela saw before with long grasping tentacles and a sharp beak, is not in sight.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek points to the tunnel branching off to the north. "Let's explore this area. Keep on your toes. That monster Miri saw must be here somewhere."


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder nods then goes off into the unknown.
Perception:: 1d20 + 10 ⇒ (3) + 10 = 13 +2 v goblin, +4 v giant, +2 underground
Survival:: 1d20 + 9 ⇒ (19) + 9 = 28 +2 to track, +2 v goblin, +4 v giant, +2 underground
Stealth:: 1d20 + 9 ⇒ (8) + 9 = 17 +2 underground


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

"Moved on in search of food, perhaps?"


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Surmising out loud more than really needing a response, That seems like a logical answer yet we do not know what it might eat. If the creature preyed on the goblins we know there are still some around. If it preyed on birds or fish then it likewise should have the same supply of food as we did nothing to change that portion of the habitat. Perhaps it consisted on the refuse of the goblins and when we removed a large portion of them then the was not enough refuse to live on. We should still keep an eye out for it as it may still be here just in a different location.


Now that they are back underground, Tunder's super-fine tracking skills kick in and he is able to follow a barely visible slime trail from the cliff's edge where the tentacled menace stood before, to the passageway that leads to the north.

Following the bloodhound dwarf, the party soon finds themselves in a large interior cavern. Here dozens of strange dead bodies lie scattered about. Most are sea birds and ospreys, but there are six dead goblins here as well. Each body is literally skin and bones, as if all of the interior organs and muscles have been drained away, leaving behind skeletons draped with leathery, slow-rotten skin.

In the back side of the cavern, making a disgusting sucking sound, is the tentacled thing you had encountered before. It is dark blue with a conical body which is covered with angry red eyes. Numerous tentacles dangle from its mouth parts, but two main appendages seem to do the majority of the squeezing.

Initiative:

Selena: 1d20 + 7 ⇒ (14) + 7 = 21
Seldon: 1d20 + 5 ⇒ (4) + 5 = 9
Mirela: 1d20 + 5 ⇒ (18) + 5 = 23
Tunder: 1d20 + 2 ⇒ (15) + 2 = 17
Barek: 1d20 + 2 ⇒ (6) + 2 = 8
Tentamort: 1d20 + 5 ⇒ (2) + 5 = 7


Tentamort Lair - Round 1

23 Mirela
21 Selena
17 Tunder
9 Seldon
8 Barek
7 Tentamort

The whole party is up against the creature, starting with Mirela. Not sure if she is still with us, but need a post soon or I will be forced to run her.

Know Dungeoneering DC 14:
This creature is a tentamort. An aberration mostly found underground. They are dangerous hunters and voracious eaters.

Know Dungeon DC 19:
They often use their tentacles to grab and constrict prey, moving it closer to the dangerous stinger. Their stings come with a nasty poison that drains stamina and causes nausea, actually starting to liquefy the internal organs.

Know Dungeon DC 24:
Once a victim has succumbed to their poisoning, tentamort will slowly suck out the liquid insides, and lay their eggs in the hollowed out corpses.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Knowledge: Dungeoneering: 1d20 + 6 ⇒ (9) + 6 = 15
"It's a tentamort. A vile hunter in the underdark. Kill it."


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

"Right. That's all I need to know." Barek rushes into the cavern to try and slam the tentacle creature with a strong swing with his right arm. He shifts into his patented stance to attack.

Attack (DS, PA): 1d20 + 8 ⇒ (4) + 8 = 12
Damage (DS, PA): 1d6 + 17 ⇒ (5) + 17 = 22


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Rapid Shot, Bless, Point Blank: 1d20 + 5 + 1 + 1 ⇒ (18) + 5 + 1 + 1 = 25 1d8 + 3 ⇒ (5) + 3 = 8
Rapid Shot, Bless, Point Blank: 1d20 + 5 + 1 + 1 ⇒ (8) + 5 + 1 + 1 = 15 1d8 + 3 ⇒ (8) + 3 = 11


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Know dungeon 1d20 + 10 ⇒ (15) + 10 = 25

Indded Tunder. Also watch out for its sting as it is poisonous. It's weakens you while producing waves of nausea in its victims. We need to destroy the goblin husks as well as there might be more young inside them.

Knowing that Barek is already strongly resistant to poisons and that Seldon will be able to heal here should she be attacked selena makes the dangerous decision to move further into the cavern behind Barek and give him the gift of Bear's Endurance. She's hoping the fighter will keep the tentamort occupied and her save from harm. Touching him with her staff, Here you go Barek, I just hope it is enough to keep the poison from affecting you.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

The effect on Barek is subtle, but noticeable if you're watching. The large man grows even heartier, his muscles tightening up a bit and his breathing becoming easier even engaged with a monster like the tentamort.

+4 Con for the record. +10HP, +2 to Fort Saves


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder sets and fires.

Iona (Hvy Crossbow):
To Hit: 1d20 + 7 ⇒ (4) + 7 = 11 To Hurt: 1d10 ⇒ 9


Do we think Mirela has been lost to us? Will someone send her a PM to see if she's still around? It'd be sad to lose her after all this time...

Tentamort Lair - Round 1 - concluded

Mirela moves into the room with the monstrosity, but does not attack. She looks for Barek or Tunder to lead, and hopes she can circle behind the thing when its not looking.

Tunder tries to fire his crossbow at the beast, but his shot is just off line, caroming off the wall behind.

Coming in from behind, Seldon moves into the room, as a result, he can oly get one arrow shot off , but it proves true, hitting the tentamort with an ugly squishing sound.

After the volley of arrows, Barek rushes in to engage, swinging his meaty fists at the aberration. The thing moves quicker than Barek expected and he misses.

After delaying to see what occurred, Selena follows Barek closely, casting a spell and touching the mighty warrior, adding more endurance and stamina to the already fine physical specimen.

Seeing a whole host of attackers for the first time in years, the tentamort screams in anger, swiping its tentacles and stinger at Barek. The ring-fighter dodges like butterfly and all the attacks miss .

End of Round 1

Tenatmort tentacle 1: 1d20 + 2 ⇒ (4) + 2 = 6
Tentamort Tentacle 2: 1d20 + 2 ⇒ (4) + 2 = 6
Tentamort Sting: 1d20 + 6 ⇒ (9) + 6 = 15


Tenatmort Lair - Round 2

23 Mirela
21 Selena
17 Tunder
9 Seldon
8 Barek
7 Tentamort (8hp dmg)

Seeing that a flank isn't a real possibility, Mirela moves up to assist Barek, and tumbling past the whiplike tentacles of the monster which snake after her. Her first strike hits, scarring the thing slightly.

Mirela Acrobatics vs DC 17: 1d20 + 11 ⇒ (7) + 11 = 18
Mirela rapier: 1d20 + 7 ⇒ (13) + 7 = 20
Dmg: 1d6 + 1 ⇒ (4) + 1 = 5


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Tunder reloads and fires

Iona (Hvy Crossbow): fire into melee
To Hit: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18 To Hurt: 1d10 ⇒ 9


Tentamort Lair - Round 2 - continued

Tunder reloads and fires, aiming around the melee scrum. His well-aimed shot hits the tentamort, which once again screams in pain and hatred of those that walk on the surface.

Seldon, Barek, and Selena befor the tentacled menace is up.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

With the cover provided by Barek selena is free to move or act as whe wants yet there is not much space at the moment. Hoping to take down the creature faster Selena points her staff at the tentamort as a bolt of force slams into the creature.

Telekinetic fist ranged touch with precise shot 1d20 + 6 ⇒ (14) + 6 = 20 for 1d4 + 2 ⇒ (1) + 2 = 3 cover not factored in


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek dodges to the side away from the oncoming tentacles and swings at the monster with both of his fists.

Attack (TWF, DS): 1d20 + 8 ⇒ (11) + 8 = 19
Damage (DS): 1d6 + 13 ⇒ (2) + 13 = 15

Attack (TWF, DS): 1d20 + 8 ⇒ (1) + 8 = 9
Damage (DS): 1d6 + 9 ⇒ (3) + 9 = 12


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

Point Blank Shot, Bless: 1d20 + 9 ⇒ (8) + 9 = 17 1d8 + 3 ⇒ (2) + 3 = 5

"Well struck, Tunder!" the elf shouts, punctuating the shot with one of his own.


Tentamort Lair - Round 2 -continued

Selena fires off a telekinetic force bolt from her staff, which slams into the tentamort for small damage.

Seldon scores another arrow hit, and the wounds on the aberration start to pile up.

Finally, with the creature moving slowly, Barek is able to turn his dodge of the flailing tentacles into a powerful blow that smashes into the creature, downing it and ending the fight.

End of Combat

Killing the terrible tentamort, much easier at this level then the first time you were in the ruins, is worth 300xp per player. That sum makes the new total at 14827/15000 or about 97% to new level.


With the death of the guardian, the group has a chance to look around the cavern a bit. Bones and other detritus litter the floor including several heaps of goblin corpses which lie in rotting, rusty heaps.

DC 20 Perception:
One of the bodies look relatively new and still wears a fine set (especially for goblins) of small hide armor and a small shortbow that is also exceedingly well crafted.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Perception:: 1d20 + 10 ⇒ (9) + 10 = 19 +2 v goblin, +4 v giant, +2 underground
As Tunder inspects the tentamort's nest, he uncovers some items too well made for the likes of goblins. "More than likely this poor victim was an adventurer. A short adventurer."


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Perception: 1d20 + 4 ⇒ (18) + 4 = 22

Barek pulls out a small set of armor and a small shortbow. It's obviously too small for him. "I agree, Tunder. I doubt any goblin wore this. Maybe a halfling?"


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena detects magic on the area as well should the armor or shortbow be enchanted. Once that is finished she turns to the men. Watch out I am going to burn this place up and cleanse it of the husks of the bodies. These creatures deposite their eggs in there to hatch. I don't want any more of them to start a colony and then have another threat to worry about.

Selena will, gather those husks up that are not in burning hands range and then torch the area with her burning hands spell. There, that should do it. Let's hurry onward though and see if we can preserve any more of that, boost to your stamina Barek.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

We finish a sweep of this level before going down to the next one.


The hide armor (small size) does appear to be magical. The shortbow is masterwork, with no enchantment.

I added both these items to the Loot Tracker for later sale. If someone wants to claim, please call out.

The final sweep of this level reveals nothing that you haven't already seen before. The place appears to be deserted and untouched since your initial visit. Opening the secret door in the back of the storage room, you descend to the lowest level of the complex.

Will get post up when I can find and display map of the next level. Please bear with me.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Spellcraft on the armor 1d20 + 10 ⇒ (11) + 10 = 21

Seeing miri kind of zoning out selena keeps a hand on her directing her where to go. Why miri is acting this way all of a sudden selena doesn't know but it can't be good. In the meantime selena will just keep her in the back and hopefully miri will snap out of this trance like state she is in before harm comes to her.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

"Stay in the magic circle, we know not what foulness still sleeps below."


As you go below, you remember the floor is canted from east to west, giving those to the east a height advantage in melee combat. You calso remember the strange door, made of solid stone and carved with many strange details and pictograms that guarded teh way into the lower level. The door has sustained hammer blows and chisel marks over the years, and stands ajar, allowing access to the room beyond.

That room has two pillars supporting the ceiling here, while in many places the walls, floor, and ceiling are caked with grimy soot. Alcoves in the north and south walls contain partially damaged statues of a man in robes clutching a book and a glaive. The entire room is tilted to the west and whatever upheaval caused the complex to cant knocked the statutes from their bases so that they now lean against teh western walls of their alcoves.

The door at the east end of the room is shut.

Proper map should now be linked above.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

At this point, Tunder will step back to allow their intrusion expert (Mirela) to go first, if she wants. Otherwise, they go directly to the room where the group fought Nualia.


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

Selena follows after Tunder with Detect Magic up scanning ahead of them. Careful Tunder, remember the trap from last time that we were warned of. We don't know if it was reset or not.


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek follows Tunder into the corridor. "Well, I guess we know which way we have to go." He nods to the closed door tot he south.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

"Didn't we turn that off last time?" Still, Tunder checks to make sure.
Perception:: 1d20 + 10 ⇒ (20) + 10 = 30 +2 v goblin, +4 v giant, +2 underground


Female Human init +7 Transmuter 6 HP 38/38, AC 13*,13, 10* (* +4 for mage armor) saves +3, +5, +6

You are right Tunder, Selena acknowledges, but I don't want to find out the hard way that someone fixed it. Should the path remain clear and Tunder open the door to the south Selena plans to remain within the protective circle cast by Seldon.


Dwarf Ranger 6 | AC 20 T 14 FF 17 | HP 61/72 | F +8 R +7 W +4 | Init +2 | Perc +11

Forgot Disable Device: 1d20 + 4 ⇒ (2) + 4 = 6 if needed.

Of course.


Even though I don't recall it, we will assume the party disabled the trapped hallway before leaving the last time.

The short hallway rises in a slope to the east. Five feet from the western door the floor is polished and shiny, unlike the dusty floor elsewhere. A pair of stone statues depicting stern men wielding glaives stand in the alcoves north and south of this section of the hallway. At the eastern end, stand two stone doors, their faces carved with strange runes. Just past the doors is a third alcove in which a partially collapsed statute sits. The top half of the statue is missing, leaving behind a ragged stump of a torso.

You have already been through teh door on the north, which stands slightly ajar, but have not been through the door on the south and it stands firmly shut.


Male Elf Cleric/6 || Init +5 Per +5 | AC 17/13/14 | HP 37/37 | F +6/R + 5/ W +8 +2 vs enchantment, scrolls, symbols | CMB +4 CMD 17 | mwk composite longbow +8 (1d8+2/x3; 120ft.) ||| channel (2/3), touch of good [+2] (6/6) | Spells: summon monster iii (2), magic circle vs evil || silence, bull's strength, cat's grace, align weapon || bless, (2). divine favor, protection from evil || Arrows 52

"these were Nualias chambers, correct? We should see that they are undisturbed." the elf says., searching the chambers. Perception: 1d20 + 6 ⇒ (20) + 6 = 26


M Human Fighter (Brawler) 5 / MOMS 1 | HP 50/55 | AC 20/13/18 | F +7 R +5 W +4 (+2 vs. Sleep, Paralysis, Stun, +1 vs.Fear) | Init +2 | Perc +4, SM +4

Barek follows Seldon into the northern chamber to see if anything has been moved since their last fight here with Nualia. "We should see if we can figure out what she was doing in here too."

1 to 50 of 3,922 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DM Doctor Evil ROTRL- Group A Gameplay - the road to immortality starts now All Messageboards

Want to post a reply? Sign in.