DMDM's Way of the Wicked: The Devil My Only Master (Inactive)

Game Master Douglas Muir 406

You've rebelled against your master, Cardinal Adrastus Thorn. Can you kill him before he kills you? Who will lead the forces of Asmodeus in their final assault on the noble kingdom of Talingarde?


251 to 300 of 1,287 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>

Dragon lord, it lurks insanely in the center! To not see its lair. Know of us, so it does. Amuse it, we do.

Beyond us, shining singers the passage leads. Nothing to eat there. To not discuss of interest anything. To not philosophize. Beyond them, at the dragon closer to not go, we dare.

Of stone, the two-legs that walk betimes these passages. To eat, can not. To speak, do not. To not discuss in the least. To not philosophize.

Further of traps to know nothing. This place, so cheerful could/should be, but not! Rather dreary menace through presence of threats too powerful and also to eat, not enough or nothing. A place to philosophize, here not is. To depart we wish severely.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond
Douglas Muir 406 wrote:

Dragon lord, it lurks insanely in the center! To not see its lair. Know of us, so it does. Amuse it, we do.

Evil dragon in the center, has some way of knowing what goes on within its lair.

Quote:


Beyond us, shining singers the passage leads. Nothing to eat there. To not discuss of interest anything. To not philosophize. Beyond them, at the dragon closer to not go, we dare.

Shining implies good outsider. Location implies that's impossible. Have an idea of what it could be OOC. Can someone roll a Knowledge (Planes), if we get..I think 10+CR, we can make a guess about what it is. Is that about right, DM? 1d20 + 9 ⇒ (13) + 9 = 22 They don't eat and going beyond them leads too close to the dragon.

Quote:


Of stone, the two-legs that walk betimes these passages. To eat, can not. To speak, do not. To not discuss in the least. To not philosophize.

Stone golems--can we do Knowledge (Dungeoneering) to know that/their weaknesses or is that generic enough that we could guess? 1d20 + 9 ⇒ (17) + 9 = 26 If it is arcane instead: 1d20 + 14 ⇒ (5) + 14 = 19

Quote:
Further of traps to know nothing. This place, so cheerful could/should be, but not! Rather dreary menace through presence of threats too powerful and also to eat, not enough or nothing. A place to philosophize, here not is. To depart we wish severely.

Uuh...well s*&*. Okay they know nothing of traps..guessing the rest means that they like the place (cheerful=dreary/out of the way/cave?) but it has too many scary creatures for them to like it much and they want to leave.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

The Judge listens and then frowns.

Undercommon:
Shining singers? What are these?

And, describe two legs you cannot eat.


They shine and sing, without end. To interrupt their song a painful disturbance may ensue. For us not relevant are they. Things of no philosophy, they, nor either to eat. For them not so much the less relevant are we, to know not how nor why, nor much to care. You, more like them, perhaps to fit more closely the drama in which they sing? Or perhaps also not. To know not more.

Similarly thus, two-legs of stone, to walk betimes, a thing or things without speech or philosophy. As well to speak with a rolling or falling stone. Creature or being elemental, on unknown mission or errand? Guardian constructed, yet of lost masters commands of patrol or watch to carry out? To know not what nor why, nor much to care.

Of aspect, massive and ancient. Of substance, inedible. Of purpose, unknown. To know not more.


You're running out of time for questions. Any more? And if not, what do you want to do with these guys -- let them go, escort them out, ambush them?


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Escort them out and make allies :)


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

The Judge turns and walks back to his companions.
Some kind of walking guardian, sounds like stone. Also, there is some shiny creatures which sing a painful song.

You call whether we kill them or let them go.

Sounds like the dragon knows we are here already, or so they think. Dragon is in the middle of the complex.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

"Not much point in killing them. Let's escort them out, maybe we can hole them up in our own creepy castle-dungeon."


If nobody objects, then I'll say you escort them out...?


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Sounds good.


They don't leave through the front door. Instead, they go (slowly) to the left-hand passage, SE instead of SW from the opening at the north of the cairn.

Quote:

Southeast opens up into a large irregular chamber, maybe 70' x 50'. It is choked with boulders and stones and other fallen debris; if you weren't flying, it would be quite difficult to clamber over. It looks like this chamber has partially collapsed more than once.

At a casual glance there doesn't seem to be anything in here, and you don't see any other obvious exit. The place is such a mess, though, that there could be a ten foot wide passage right behind that big boulder over there... you'd have to poke around a bit.

As it turns out, there IS a ten foot wide passage behind that big boulder. It leads downward at an angle and goes on without branching for at least several hundred feet.

One of the creatures turns to you. To return now, to the Dark Below welcoming. Truly is it said the Over Bright a fell cruel realm of monsters and death full in fear and horror is.

To Nest-Mother, one should have listened, agrees another.

They slowly slime their way down the long passage, disappearing into the darkness.


1d6 ⇒ 4

Okay. Back the way you were going?


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

I dont trust that d6 there

Yes continuing on. Ulp takes the stealthy lead, until the room, he looks in the room, then telepathically lets the party know and judge can move in first.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

The Judge will follow stealthily behind Ulp. If there is no wind in the tunnel, the Judge will take to gaseous form and follow Ulp by staying near the roof of the tunnel.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

Goblin would make wind. Teeheeteeheeheehee


Douglas Muir 406 wrote:

The passage begins to curve around to the southeast. Around the 7:30 mark, there's another side chamber.

This one looks very similar to the last -- lots and lots of bones, arranged by bone. One difference: here and there you can glimpse fist-sized spheres stuck to some of the bones. The spheres look vaguely organic, but it's impossible to say more without a closer look.

This is as far as Ulp got last time before the fight. Do you want to investigate this side chamber, or continue along the main passage?


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Ulp peaks into the side chamber and reports what he sees, then allows Judge to move in if he sees nothing.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Edmin follows in the main group. Shining singers. What in the hells does that mean? I am sure the dragon knows we are here now. We need to figure out how to bring this dragon to us, but how? We must strike him where he is the weakest but what would that be? It obviously does not care about its guardians, maybe this place itself?


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Jax will follow along, with Zoren, both of them stealthing. They are still flying so they will use crevasses in the ceiling, stalagmites and other things to hide.
Jax: 1d20 + 30 ⇒ (7) + 30 = 37
Zoren: 1d20 + 18 ⇒ (4) + 18 = 22


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Barring a warning from Ulp, the Judge will float in near the ceiling and inspect the room.

Perception: 1d20 + 31 ⇒ (3) + 31 = 34
Stealth: 1d20 + 27 ⇒ (19) + 27 = 46


Knowledge (Dungeoneering) DC 22:

These odd spheres are the eggs of some sort of underground aberration. No way to tell how close they are to hatching.

Knowledge (Dungeoneering) DC 27:

They're roper eggs. When they hatch they'll turn into non-sapient larvae -- omnivorous sluglike creatures that will climb up the nearest wall. They'll attach themselves to the ceiling and grow a shell that looks like a downward-pointing stalactite. At this "piercer" stage, they can be a hazard to dungeon-dwellers. When they get big enough, they'll grow a brain and start looking for a roper Nest-Mother.

The larvae shouldn't be a serious threat, but a bunch of them hatching hungry at once could be troublesome.

Honor system.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Things in the room. I don't know what they are.

no dungeoneering.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Knowledge(Dungeoneering): 1d20 + 10 ⇒ (11) + 10 = 21
Missed it by that much.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Knowledge(Dungeoneering): 1d20 + 9 ⇒ (10) + 9 = 19


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'
Ulp wrote:

Things in the room. I don't know what they are.

no dungeoneering.

+1 for Dren.

Dren sits in the Darkness waiting for the others to act.


Huh -- looks like Zimu was the only one who put ranks in it.

Okay, ignore this side room and continue onwards?


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

I have ranks in almost everything, just not enough in Know(dungeoneering).

Cy was the knowledge part of the party, so I figured that she would be with us and have them covered.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Nothing except Nobility and religion here.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Check the side room, don't want anything at our backs.


The spheres seem organic, with a fibrous surface that is tough and rubbery. They're stuck to the bones with something that looks like dried mucus.

A few minutes of cautious examination of the spheres and the room don't seem to show anything else of interest here. Cut a sphere open, cut one loose and take it with you, or shrug and move on?

1d6 ⇒ 1


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

If we do anything to them it should be from a distance..


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Int roll? Eggs? Bombs? Alien face hugger ? Plant? Dmdm evil plot twist seeds?

1d20 + 7 ⇒ (6) + 7 = 13


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Edmin just glances at the things and motions forward. "Remain focused."


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

"Let's stop playing with the creepy detritus in this place and move on."


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Knowledge religion: 1d20 + 8 ⇒ (7) + 8 = 15


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Wanting to find out what is in the spheres, the Judge pulls out his kukri.
Lets see what is within before we leave these behind us.

The Judge waits for a nod from the others before continuing, and also waits for them to move back incase something adverse occurs.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Ulp, unable to contain himself moves forward, invisibly an peers in as well as he cuts.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Jax, and Zoren, stay well out of the way, flying in the air out of the room.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

The Judge will cut one down to see what it is, and then will cut it open if cutting it down does not reveal anything of interest.


Cutting it down... does nothing.

Cutting it open... reveals a greenish mass of jelly veined with black tubules. In the center is a squirming, slug-like creature as long as your hand, with stubby tentacles and what looks like a rudimentary shell. It writhes sluggishly for a few moments and then twitches and dies.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Burn them all?


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

The Judge looks out to the others.
Looks like eggs. Squirmy things with tentacles. Perhaps eggs from the ropers?

The Judge will cut down several (5 or 6) of them and put them in his bag of holding, but well away from his coffin.

Seems like a waste to burn. They are harmless now, might be useful later.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

how many are there?


About 20 or so.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Perhaps we should burn the rest don't want a swarm of baby monsters following.


If I don't hear otherwise, I'll assume that you shrug, turn around, and continue heading along the main passageway.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Ulp spreads his 4 pints of oil all over the eggs and as they leave the room he ights them up, with a thrown alchemist fire


Fwoomph! They seem to be quite flammable, and light up and burn merrily.


Okay then: you proceed on your way. The passage continues to curve slowly until it is heading due east -- you've now gone from midnight to 6:00, traveling counterclockwise.

To your left, an opening yawns to the north: there's another passage in there, also curved, apparently concentric to this one but closer to the center.

A little ahead, around the 5:30 mark, there's another side chamber. Even from 60' away, you can see that a glow is coming out of it, like dim moonlight. A faint sound comes to your ears: music. Someone is singing in there. Or several someones; it sounds like more than one sweet voice. First one sings, then another, then they harmonize, breathtakingly.


Acid res 30 , Heroism, Sacred Bond, Telepathy, Shield Shield, Invisible, Undetectable
Vital:
HP 99(-)/99; AC 30(38)/tch 20(22)/FF 24(32); CMD 26 (28); F+15 (-)(+4 dis imm Pois, +2 ongoing eff) R +22 (26)W +12(13)(+4 slp/par) Res Elec 5; Init+6(8); Bmbs 3/38 Breath 2/2 Fly 11/15 60ft FF 0/9, Surge 4/5 Leg Surge 2/2
Skills:
Craft: Trap+29 Stealth+26(28) Wind+1 Perc +19 (18) Alchemy+38 DD +23 Spellcraft+24 Arcana+24Nature+24 Rel +24 Fly+22 UMD+16 Surv+23

Ulp moves closer, invisible and undetectable, and looks to see what is making the noise.

251 to 300 of 1,287 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / DMDM's Way of the Wicked: The Devil My Only Master All Messageboards

Want to post a reply? Sign in.