DM Pendin Fust Wrath of the Righteous - Group A (Inactive)

Game Master theheadkase


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HP 47/52 :: AC 23 CMD 20 :: Fort +6 Reflex +4 Will +6 :: Perception -1 Initiative +0

Thom's eyes snap towards their destination, and he marches forward to the odd cadence set by his heavy footsteps and the rattles, bangs, and creaks of his gear.


Efficient Quiver | HP:34/34 | AC:20*/18 | CMD:20 | Fort: +9 Ref: +9 Will: +5 | Initiative +3 | Darkvision 60' | Perception +9 | Stealth +9
Thom. wrote:
Thom stops and looks over at Turook, ”It’s not our proselytizing that has Nebbin uncomfortable, Turook. It’s yours.”

"So you speak for him, as well as the gods?" Turook replies sardonically. "If you can't see the folly in presuming divine appointment, that's your problem. Let him make up his own mind."

Having said his piece, he takes up his bow and rushes forward to scout again.


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

Nebbin, having no idea at this point if the gods are trying to help him or kill him with demons and devils, hefts his hammer and follows Saoirse's lead toward the chapel.


WotR - A | Drezen | WotR - B | Righteous Medals

The ninety feet flight of stairs, narrow enough to warrant single file, offers little cover. Nothing seems to stir, even with the debate on faith and philosophy raging. The first thing you scout is the gates to a small courtyard which are smashed and broken with tall grass growing amid the rubble. Two main buildings stand side by side to the east, separated by a single alleyway. The smaller structure appears to be a stable, while the other is much larger with several doors and stained-glass windows, apparently a chapel judging by the pious statues along its rooftop.

Well-gnawed human bones litter the debris along the ground.

Perception DC 20:
Three gargoyles remain unbroken around the gates. You swear you see one blink.


Male Human (Chelaxian) Sor 6 HP: 34 AC: 14 T: 12 FF: 13 CMD: 12 Fort: +3(+5 vs. poison) Ref: +4 Will: +6 Per: +0

Perception: 1d20 ⇒ 13

"Let us check the stable first. It should be faster to check, and if we find fresh horses we know the chapel is occupied."


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

Perception: 1d20 + 8 ⇒ (13) + 8 = 21

"Hey, I think I saw one of those gargoyles blink!" Nebbin exclaims as he gets ready to follow Lucius' suggestion to check the stable.


Male Human (Chelaxian) Sor 6 HP: 34 AC: 14 T: 12 FF: 13 CMD: 12 Fort: +3(+5 vs. poison) Ref: +4 Will: +6 Per: +0

Lucius eyes the statues warily after Nebbin's warning. He invokes a short prayer. Casting detect thoughts.


HP 47/52 :: AC 23 CMD 20 :: Fort +6 Reflex +4 Will +6 :: Perception -1 Initiative +0

Thom pauses to look up at the gargoyles.

How many are there?
Perception: 1d20 - 1 ⇒ (15) - 1 = 14

Then he cuts his eyes over to Turook, ”Any reason we shouldn’t just open fire from here?” He shrugs, ”I don’t know much about gargoyles.”


WotR - A | Drezen | WotR - B | Righteous Medals

Will Save: 1d20 + 4 ⇒ (20) + 4 = 24
Will Save: 1d20 + 4 ⇒ (6) + 4 = 10
Will Save: 1d20 + 4 ⇒ (10) + 4 = 14

Lucius:
You detect thoughts of three intelligent beings, they are only about as intelligent as your average person, and you can only hear the surface thoughts of two of the gargoyles. They are thinking of the sweetness that follows after the anticipation of lying in wait for prey.


Male Human (Chelaxian) Sor 6 HP: 34 AC: 14 T: 12 FF: 13 CMD: 12 Fort: +3(+5 vs. poison) Ref: +4 Will: +6 Per: +0

"Good eye, Nebbin. They were waiting to ambush us, and add to this collection of bones." He nudges the gnawed bones that litter the ground with his toe.

He outstretches a hand. "Stand ready." he says, before shouting for hellfire in Infernal. Scorching ray at the nearest gargoyle.

Ranged touch, surge: 1d20 + 3 + 1d6 ⇒ (5) + 3 + (3) = 11
Fire!: 4d6 ⇒ (3, 1, 4, 2) = 10


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

A wave of nervousness runs through Nebbin, the customary nausea that precedes a fight settling in his stomach, and lifts his hammer.

Not sure if you want actions yet, as I assume we're both aware of each other, so we'll be entering initiative. Nebbin will ready an attack for the first thing that comes close, though. Will roll when you're ready.


Efficient Quiver | HP:34/34 | AC:20*/18 | CMD:20 | Fort: +9 Ref: +9 Will: +5 | Initiative +3 | Darkvision 60' | Perception +9 | Stealth +9

Perception: 1d20 + 9 ⇒ (2) + 9 = 11

"Likely just nerves, Nebbin." Turook says, dismissively. Then he looks again, as Lucius sends a ray of blistering light at one of them.


WotR - A | Drezen | WotR - B | Righteous Medals

Yep, init time.

Lucius Init: 1d20 + 1 ⇒ (6) + 1 = 7
Turook Init: 1d20 + 3 ⇒ (1) + 3 = 4
Nebbin Init: 1d20 + 2 ⇒ (1) + 2 = 3
Thom Init: 1d20 ⇒ 18
Saoirse Init: 1d20 + 2 ⇒ (3) + 2 = 5

Gargoyle 1 Init: 1d20 + 6 ⇒ (7) + 6 = 13
Gargoyle 2 Init: 1d20 + 6 ⇒ (18) + 6 = 24
Gargoyle 3 Init: 1d20 + 6 ⇒ (5) + 6 = 11

Group Alpha = Gargoyle 2, Thom, Gargoyle 1, Gargoyle 3.
Group Beta = Everyone Else.

If you want surges on your Init, just roll and I'll add it in.

The middle gargoyle takes flight, sudden animation seeming so odd from stony creatures that so resemble statues.

Thom, go ahead and post an action, Garg 1 and 3 are going to fly up 30 feet as well. At this time there's no map, I will get one up soon!

Group Beta, post your actions.


HP 47/52 :: AC 23 CMD 20 :: Fort +6 Reflex +4 Will +6 :: Perception -1 Initiative +0

Thom digs deep into his power, pushing divine protection onto himself and his teammates.

Spend Mythic power use Inspired Spell for Communal Protection from Evil. Everyone gets Protection from Evil for 1 minute. Turook and Nebbin get it for 2.

Conditions/effects: Protection from Evil (10 rds remaining); Life Link (Lucius, Nebbin, Saoirse, Turook)
Current ACP: -7 (Shield stowed)


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

Quick stats:

AC 18, touch 12, flat-footed 16 (-2 to all when raging), DR: 2/-, Cold resist: 1
Fort +6, Ref +4, Will +2 (+2 to Fort and Will when raging)
CMD 17
HP 54 (64 when raging)
Rage: 0/14; Mythic power: 0/5 (1d6+1 surge); Legendary power: 0/2 (1d6+1)
Effects:

Nebbin edges in front of Saoirse, between the young woman and the monsters, and sets his feet, hefting his hammer. He prepares to swing at anything that comes close.

Ready a standard action to attack anything that comes near.
+1 cold iron earth breaker, power attack, furious focus: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 2d6 + 13 ⇒ (2, 2) + 13 = 17


Efficient Quiver | HP:34/34 | AC:20*/18 | CMD:20 | Fort: +9 Ref: +9 Will: +5 | Initiative +3 | Darkvision 60' | Perception +9 | Stealth +9

Turook snaps off a wild shot at the alighted gargoyle, then moves into a defensive position near Lucius.

Mw Darkwood Composite Longbow: 1d20 + 8 ⇒ (2) + 8 = 10
Damage: 1d8 + 3 ⇒ (5) + 3 = 8


Male Human (Chelaxian) Sor 6 HP: 34 AC: 14 T: 12 FF: 13 CMD: 12 Fort: +3(+5 vs. poison) Ref: +4 Will: +6 Per: +0

If it is possible to catch two or more of the gargoyles in a 10-foot radius (So I guess 20 feet across overall), Lucius will try to catch them with a glitterdust.

If they've scattered by his next turn, he'll activate his Tendralev's scale to get a shield.


WotR - A | Drezen | WotR - B | Righteous Medals

@Lucius, yep you can catch 2.

Will Save: 1d20 + 4 ⇒ (4) + 4 = 8
Will Save: 1d20 + 4 ⇒ (2) + 4 = 6

Nebbin's hammer raises to the ready as Turook's arrows skitters on stone. Lucius' strange words and movements cause the air to suddenly sparkle around two of the gargoyles, and they begin to immediately paw at their eyes. Saoirse looks between Nebbin and the gargoyles and also draws Radiance into a defensive posture. I'll PM and let Saoirse know that I'm finally back.

Saoirse Radiance Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Saoirse Radiance Attack: 1d8 + 4 + 1d6 ⇒ (3) + 4 + (6) = 13

The gargoyle that can still see swoops towards Lucius, but Nebbin's ready hammer and Saoirse's sword both strike mighty blows into it. Between the two of them, the gargoyle falls to the ground, motionless. The other two seem unaware of what happened to the other, but they continue to paw at their eyes as they land on the ground.

Everyone go!


Male Human (Chelaxian) Sor 6 HP: 34 AC: 14 T: 12 FF: 13 CMD: 12 Fort: +3(+5 vs. poison) Ref: +4 Will: +6 Per: +0

Burned through three 2nd level spells already. Should probably slow my roll on those...

Lucius strides forward toward the grounded gargoyles, tugging his mace free of the loop that holds it at his waist.

Mace attack: 1d20 + 2 ⇒ (15) + 2 = 17
Mace damage: 1d8 ⇒ 8


HP 47/52 :: AC 23 CMD 20 :: Fort +6 Reflex +4 Will +6 :: Perception -1 Initiative +0

Thom steps up next to the Asmodean, slamming his blade down on the same blind gargoyle.

+1 longsword: 1d20 + 8 - 1 ⇒ (13) + 8 - 1 = 20
damage: 1d8 + 7 + 3 ⇒ (6) + 7 + 3 = 16

Conditions/effects: Protection from Evil (9 rds remaining); Life Link (Lucius, Nebbin, Saoirse, Turook)
Current ACP: -7 (Shield stowed)


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

Strange; I think I saw a post from Saoirse. I'd guess it got eaten in the outage. Or I'm losing my mind.

Status:

AC 18, touch 12, flat-footed 16 (-2 to all when raging), DR: 2/-, Cold resist: 1
Fort +6, Ref +4, Will +2 (+2 to Fort and Will when raging)
CMD 17
HP 54 (64 when raging)
Rage: 0/14; Mythic power: 0/5 (1d6+1 surge); Legendary power: 0/2 (1d6+1)
Effects: Protection from evil {1/10}

Nebbin follows Lucius, rushing toward the nearest gargoyle and again slamming his hammer into it, again hearing bone crack beneath the blow.

+1 cold iron earth breaker, power attack, furious focus: 1d20 + 11 ⇒ (17) + 11 = 28
Damage: 2d6 + 13 ⇒ (4, 6) + 13 = 23


Female Human Paladin/Marshal: 5/1 HP: 30/62 AC: 23(26 Smite, 20 No Shield) T: 12(15) FF: 21(24) CMD: 21(F:19) F: +11 R: +8 W: +13 Perception: +6, Immune Disease, Fear (+4 morale 10 ft.)

Saoirse sets Radiance back into position as she rushes forward wanting to make quick work of the gargoyles, shifting her sword into a downward stab as she lets her sword sink into the monster.

Attack: 1d20 + 7 ⇒ (7) + 7 = 14
Damage: 1d8 + 10 ⇒ (5) + 10 = 15

I did in fact make a post, but it got swallowed up by the outage.


Efficient Quiver | HP:34/34 | AC:20*/18 | CMD:20 | Fort: +9 Ref: +9 Will: +5 | Initiative +3 | Darkvision 60' | Perception +9 | Stealth +9

Turook takes an opportune shot at one of the twitching creatures, as well.

Mw Darkwood Composite Longbow: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


WotR - A | Drezen | WotR - B | Righteous Medals

Ah, sorry I didn't see it before the outage.

Between your combined might, the remaining two gargoyles shatter apart. The area is ringingly quiet after the brief but intense moments of action.

Continuing on towards the stable Assuming you still want to follow that course of action you detect the sharp tang of musty, ecaying straw filling the large stable. Its easternmost wall has collapsed into a steep pile of broken beams and rocks that blocks the way to the other side. A large mound of discarded weaponry lies amid the rubble.

Map for WotR - A updated!


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

Nebbin looks around.

"People don't usually keep their weapons in the barns, right? This is probably bad..."

Perception: 1d20 + 8 ⇒ (16) + 8 = 24


HP 47/52 :: AC 23 CMD 20 :: Fort +6 Reflex +4 Will +6 :: Perception -1 Initiative +0

”Wouldn’t think so,” rasps Thom, ”but not much about this screams ‘normal’ to me.” He nods to the building directly in front of them (D2). ”Try that one first?”

As he waits for a response, his hound’s mask swings to the ground, his dark eyes searching for any useful foot prints or tracks.

Survival (Tracking): 1d20 + 3 ⇒ (1) + 3 = 4

EDIT: or not.


Efficient Quiver | HP:34/34 | AC:20*/18 | CMD:20 | Fort: +9 Ref: +9 Will: +5 | Initiative +3 | Darkvision 60' | Perception +9 | Stealth +9

Good thinking.

Thom's work draws Turook's attention, who eyes the ground on which the scarred oracle stands.

Survival/Tracking: 1d20 + 11 ⇒ (20) + 11 = 31


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

Ha! Those rolls are about as opposite as you can get...


WotR - A | Drezen | WotR - B | Righteous Medals

The mound of weapons lying discarded are mostly broken beyond repair. A few seem to have survived. A masterwork battleaxe, +1 longsword, 3 cold iron daggers, and a +1 cold iron longspear.

The only tracks you see are from the gargoyles you just destroyed, oddly.

D2 is the stable

Detect Magic:
The building south of the stable has magic that is faint, not that the magic is faint but something seems to be blocking it.


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

"These would probably be good for the army, right? We should bring them back when we're done," Nebbin helpfully opines as he's informed about the magical nature of several of the weapons. And actually, some would probably be good backup weapons for when we face babaus.

"So should we avoid that one then?" Nebbin asks nervously when someone informs him of the magic building.


Male Human (Chelaxian) Sor 6 HP: 34 AC: 14 T: 12 FF: 13 CMD: 12 Fort: +3(+5 vs. poison) Ref: +4 Will: +6 Per: +0

Lucius tucks one of the cold-iron daggers into his belt alongside the 'cleaver' taken from the mongrelfolk warrens. He also takes a moment to ensure that his crossbow is nocked and loaded with a cold-iron bolt.

"I did not sense any minds nearby, besides those of the living gargoyles. Still, it is possible that these stone walls are thick enough to hide an interloper, or ambushers without minds at all."


HP 47/52 :: AC 23 CMD 20 :: Fort +6 Reflex +4 Will +6 :: Perception -1 Initiative +0

Thom sheaths his longsword and picks up the longspear. "Could be useful."

He looks to the door to their south, "That one next?"


Efficient Quiver | HP:34/34 | AC:20*/18 | CMD:20 | Fort: +9 Ref: +9 Will: +5 | Initiative +3 | Darkvision 60' | Perception +9 | Stealth +9
Lucius Erasmian wrote:
Lucius tucks one of the cold-iron daggers into his belt ...

Turook likewise takes one of the daggers, and packs away any other unclaimed better-quality weapons in his quiver.

I'll take a dagger and stow the rest. Moving to D3?

Weapons collected, Turook moves carefully to the main building, keeping a sharp eye out for trouble.

Perception: 1d20 + 9 ⇒ (3) + 9 = 12    +2 vs. traps
Stealth: 1d20 + 9 ⇒ (16) + 9 = 25


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

Seeing the others taking the daggers, Nebbin picks up one and tucks it into a loop on his belt. I'm adding one cold iron dagger to his gear list.


Female Human Paladin/Marshal: 5/1 HP: 30/62 AC: 23(26 Smite, 20 No Shield) T: 12(15) FF: 21(24) CMD: 21(F:19) F: +11 R: +8 W: +13 Perception: +6, Immune Disease, Fear (+4 morale 10 ft.)

Saoirse keeps an eye out as the rest of the group searches through the pile of weapons, letting her eyesight roll back and unfocus, a pale glow shifting over each iris as she senses outward for any nearby malevolent auras. "Let us move."

Saoirse shifts over to the south door, gripping Radiance tightly as she keeps up her scanning.

Gonna keep Detect Evil going for now.


Efficient Quiver | HP:34/34 | AC:20*/18 | CMD:20 | Fort: +9 Ref: +9 Will: +5 | Initiative +3 | Darkvision 60' | Perception +9 | Stealth +9

I actually don't need a dagger. If anybody wants it, please, take it. Otherwise, I'll put it with the rest of the loot.


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

Nebbin follows Turook toward the main building, keeping an eye out for more gargoyles.

Perception: 1d20 + 8 ⇒ (18) + 8 = 26


WotR - A | Drezen | WotR - B | Righteous Medals

Detect Evil:
It is hard to bear on the senses, there is overwhelming evil all over this place. Some of it is old, as if evil atrocities have been committed over and over again. Some of it is newer, but it is difficult to pinpoint with so much surrounding the area.

The vaulted ceiling of this massive sanctuary reaches nearly thirty feet overhead. Smashed stained-glass windows stretch in narrow bands above the doors. Four angelic statues occupy each corner of the room, though their faces and wings are cracked and broken almost beyond recognition. The walls are covered with disturbing shapes and runes that have been scratched into the stone. An altar, befouled with grime and filth, sits against the southern wall.

Lucius, actually anyone casting detecting/scrying spells, let me know if you are using a Mythic version.

Detect Evil Once You Are In D3:
You detect an evil that feels familiar, like ghouls. Two residual evils are similar to ghouls but different.

Detect Magic:
Near the altar you detect the magic you felt before...magic that is somehow...stifled.

Nebbin:
Instead of gargoyles, you notice the altar doesn't seem quite right, the dust around the altar's legs clear, almost like a rut.


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

"It looks like someone moved the altar!" Nebbin exclaims, though the big man looks sad at all the damage in the chapel.

I wonder if we have time to clean it a little bit at least?


Male Human (Chelaxian) Sor 6 HP: 34 AC: 14 T: 12 FF: 13 CMD: 12 Fort: +3(+5 vs. poison) Ref: +4 Will: +6 Per: +0

Lucius peers at the odd runes. Could be a magical trap of some kind...or just the scrawled markings of a madman. I'm guessing it isn't just dirty limericks written in Abyssal?

Lucius will cast detect magic to see if there is a deeper arcane meaning to the markings. Spellcraft: 1d20 + 11 ⇒ (20) + 11 = 31

No magic aura to the markings...good. But there is an aura. The altar? No. It's muted. Something within?

Then Nebbin chimes in about the altar being mobile. Ah! Something hidden under the altar.

"There is some powerful magic emanating from beneath that stone. We should see what it is hiding, but be cautious, Nebbin."


Efficient Quiver | HP:34/34 | AC:20*/18 | CMD:20 | Fort: +9 Ref: +9 Will: +5 | Initiative +3 | Darkvision 60' | Perception +9 | Stealth +9

Trapfinding: 1d20 + 9 + 2 ⇒ (4) + 9 + 2 = 15   +2 vs. Evil Outsiders

STR, Aid Another: 1d20 + 3 ⇒ (14) + 3 = 17

Turook moves forward to give the blacksmith a hand with the altar.

Because of the Doctor, I'm inherently far more afraid of the angel statues that anything else here.


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

Nebbin will certainly push the stone, but should we wait to see if Saoirse gets any more detail on the evil? We know she's checking and I assume she'll say something...


WotR - A | Drezen | WotR - B | Righteous Medals

Lucius:
The markings and runes are prayers that are sacred to Kabriri, or Him Who Gnaws.

Turook sweeps the area for traps but doesn't find any. He walks past one of the statues and....nothing happens. :)

Saoirse can certainly spend more time with detect evil but there are things in play here that are making identification...hard.

If You Do Push:
A cache of healing magic is underneath the altar, which moves surprisingly easy for how big and heavy it looks. When it moves, a hollow of good size is revealed and Lucius' detect magic suddenly seems to clarify. Dozens of cure light wounds potions are stored here...enough it would seem to benefit your entire army! Grants the army 3 uses of the healing potions resource. Nebbin finds himself looking at the altar more closely, and realizes that it is made of lead.


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

OK, and since Saoirse's not posting (you may want to reach out to her via PM)...

Nebbin steps forward, putting down his hammer as he nears the altar, and leans down to push the massive block. He grunts as it doesn't move easily and pushes again, putting more of his strength into it.

1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 4 ⇒ (9) + 4 = 13
1d20 + 4 ⇒ (6) + 4 = 10
1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 4 ⇒ (9) + 4 = 13

Really dice roller?

Starting to puff and sweat beginning to drip down his face, he glances sheepishly at Soairse and redoubles his effort.

1d20 + 4 ⇒ (9) + 4 = 13
1d20 + 4 ⇒ (20) + 4 = 24


Female Human Paladin/Marshal: 5/1 HP: 30/62 AC: 23(26 Smite, 20 No Shield) T: 12(15) FF: 21(24) CMD: 21(F:19) F: +11 R: +8 W: +13 Perception: +6, Immune Disease, Fear (+4 morale 10 ft.)

Hey everybody, so sorry about the lack of posts from me. I've been dealing with sickness and family issues. Hopefully those are behind me now however, so I'm back!

Saoirse gives a faint smile at Nebbin before sheathing Radiance and helping him with the altar's block. Muscles bunching along her arms as she helps Nebbin lift the block, shifting the stone over and her eyes look over the cache inside with surprise. "This... is a lot of potions, we'll have to bring some of the army up to gather all of this once we clear the buildings."


HP 47/52 :: AC 23 CMD 20 :: Fort +6 Reflex +4 Will +6 :: Perception -1 Initiative +0

Thom nods appreciatively, "That should be useful."

When Saoirse mentions clearing the buildings, his hound's mask swings to encompass the rest of the complex. Then he moves to do just that.

Sweep the rooms counter-clockwise?


Male Human (Chelaxian) Sor 6 HP: 34 AC: 14 T: 12 FF: 13 CMD: 12 Fort: +3(+5 vs. poison) Ref: +4 Will: +6 Per: +0

"Ha! Not one strong aura, but countless tiny ones. Good find, Nebbin."

Counter-clockwise sounds fine.


WotR - A | Drezen | WotR - B | Righteous Medals

D4 Three stone tables stand in this room, and their wooden benches lie broken and half-rotten around them. Leather straps with restraints stretch across their surface, buckled tightly in place. Nearby, a knotted rope descends through a tiny hole in the ceiling.


HP 92, +13 CMB, CMD 26, +2 Init, +9 Perception, AC 20/13T/17FF (-2 when raging), +10 Fort, +6 Ref, +3/+5 Will Human barbarian 8

"Huh. What do you think this room was for? I don't know why they'd have needed ropes on the tables..."

Nebbin looks around, baffled.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19


HP 47/52 :: AC 23 CMD 20 :: Fort +6 Reflex +4 Will +6 :: Perception -1 Initiative +0

Perception: 1d20 - 1 ⇒ (14) - 1 = 13

”I don’t think I want to know,” Thom rasps as he looks at the knotted rope hanging from the ceiling. ”What was this place again?”

Despite his curiosity, he waits for the more perceptive of the group to head in first.

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