DM Talomyr's Council of Thieves (Inactive)

Game Master Talomyr

A resistance rises in order to stop injustices in the former Chelish capitol, Westcrown.


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HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
Kevorin wrote:
Morghrim Maestros wrote:
DM Talomyr wrote:
Have you gather the information you were looking for? Is there something in particular that you are looking for that you have not found yet? When ever you all are ready with your plan, just let me know.
What points of entry do we see? Morghrim is also up for scouting the sewers to see if the Bastards have a hidden entrance to their base, but only Kevorin gets an invite to go into the sewers with him because he won't be using a light source and he wants to remain stealthy down there...

Why, Morghrim, you flatterer. Do you take all your half-orcs down to the sewers, or is it just Kevorin whom you're going to show such a good time?

Kevorin agrees to both the principle of searching the sewers and the necessity of only those able to see in the dark going in. However, he refuses to go unless they are able to go back and retrieve their main armour and weapons. They can bring them wrapped up in canvas and don them only once they're down below, if necessary.

Sorry should have said- yeah we're not going down there unless we're fully equipped.

Appropiate Rolls-

Perception (Guidance boosted)- 1d20 + 10 ⇒ (6) + 10 = 16
Stealth- 1d20 + 4 ⇒ (11) + 4 = 15

Grand Lodge

Is this a certain plan of action then? Morghrim and Kevorin down into the sewers?


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
DM Talomyr wrote:
Is this a certain plan of action then? Morghrim and Kevorin down into the sewers?

Well Morghrim's going regardless, he'd just rather have a burly half-orc down in the dark with him ;). No racial stereotypes here... (Watch it buddy I have +1 to hit you ;))

Grand Lodge

Ok, sounds like I have some work to do.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
DM Talomyr wrote:
Ok, sounds like I have some work to do.

Sorry :(. Just wanted to consider the chance they might have a sewer entrance in their building, it seems like a sneaky Tiefling thing to do. Also i'll say this now, Morghrim is plodding through the sewer with Shelyn's Kiss out and ready; he's been down here before and it wasn't an easy ride...

Grand Lodge

Morghrim Maestros wrote:
DM Talomyr wrote:
Ok, sounds like I have some work to do.
Sorry :(. Just wanted to consider the chance they might have a sewer entrance in their building, it seems like a sneaky Tiefling thing to do. Also i'll say this now, Morghrim is plodding through the sewer with Shelyn's Kiss out and ready; he's been down here before and it wasn't an easy ride...

It's not a problem...I actually enjoy the bits that I have to make up as I go along. The mention of Whitechin in the book is a one paragraph blurb in a sidebar, so that was a bit of work too.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Perception check: 1d20 + 3 ⇒ (8) + 3 = 11
Stealth check: 1d20 + 6 - 1 ⇒ (5) + 6 - 1 = 10


Good luck, guys! Addie will be ready to tackle the Bastards when you get back from your sewer expedition. Until then, maybe she'll take in another show with Valeron (and Wart and Bron if they want to come along as well).

Grand Lodge

Kevorin and Morghrim return to the Shrine to gather their arms and armor befor descending down in to ruined sewers of northern Rego Cader.

What are Wart, Addie, Bron, and Valeron doing while the other two are on their "expedition"?

Grand Lodge

Kevorin and Morghrim descend down in the ruined sewers.

Their travels are uneventful for the first half hour or so of their search, going through twists and turns, climbing over rubble of collapsed tunnels, and slogging through long stagnant waters until they reach an area that appears to have been reshaped.

The chamber you have reached appears to be re-purposed as a living quarters, or perhaps a center of worship.

In the room you see two robed tieflings, one of which is taking orders from a tiny red-skinned, winged creature with a scorpion's tail.

Knowledge(Religion) DC20:
The two tieflings are wearing symbols of the archdevil Mammon.

Knowledge(Planes) DC17:
The winged creature is an imp.

There is at least one other exit from the room, and the inhabitants haven't seemed to take notice of you as of yet.

Here is the MAP of the area described.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Morghrim immediately leaps back around the corner, praying that he manages to conceal himself before being seen. He motions with his hand to his ear, hoping Kevorin realises the intent of his silent message. Going over what he saw in his mind's eye, he tries to remember anything significant...

Adding Monster Lore to both checks, particularily interested in the weaknesses of the winged creature should I make/exceed the DC's.

1d20 + 8 ⇒ (12) + 8 = 20 (Religion)

1d20 + 8 ⇒ (13) + 8 = 21 (Planes)

Stealth check if necessary-

1d20 + 4 ⇒ (20) + 4 = 24

Editing in now i've seen the spoilers. In case theres any doubt, italics + bold is Morghrims thoughts.

That symbol they wear... Dammit Morghrim ye ale-addled sorry excuse of a Dwarf... Aha! Mammon, of course! I wonder what his followers could be doing down here... Nothing good i'm sure... And an Imp with them too, foul creatures...

I'm hoping with that Stealth check i'll be able to take this action without being detected, let me know if I can do it or not, i'm not sure if you run auto-detection upon spellcasting or not.

Muttering a spell to Shelyn as quietly as he can from behind the corner, Morghrim puts a Shield of Faith around himself and then around Kevorin. As he is casting, he is keeping his ears peeled for any conversation the Tieflings and Imp are having.

1d20 + 9 ⇒ (6) + 9 = 15 Perception check.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"Do you want to try to take them out?" Kevorin breathes directly into Morghrim's ear.

If so, Kev will attempt to slip into the room and take refuge behind a bench. Each time the three of them are looking away, he'll make a silent dash for the next bench, working his way into the room that way.

Stealth check: 1d20 + 6 - 1 ⇒ (20) + 6 - 1 = 25


Male Human Cleric 5 / Inheritor's Crusader 1

After having shaken both Morghrim and Kev's hands and wishing the two luck, Valeron debates whether the two will be alright during their scouting mission.

I wouldn't be surprised if the two return telling us the Bastards have been completely eliminated.

After sharpening his blade for the third time of the day, his impatience begins to wear on him and he approaches the others, wondering outloud what they could and should do in the meanwhile.

Back from vacation, and got my APG! I know what I'm reading tonight!


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
Kevorin wrote:

"Do you want to try to take them out?" Kevorin breathes directly into Morghrim's ear.

If so, Kev will attempt to slip into the room and take refuge behind a bench. Each time the three of them are looking away, he'll make a silent dash for the next bench, working his way into the room that way.

Stealth check: 1d20+6-1

Morghrim nods, after casting a Shield of Faith on both he and Kevorin he prays to Shelyn for Guidance and quiet feet and attempts to sneak into the room, Shelyn's Kiss drawn and closely following Kevorin.

I'm hoping my previous stealth check still covers me...

Grand Lodge

Map has been updated.

Kevorin and Morghrim slowly move towards the alter, ducking behind benches when possible. All was proceeding slowly when suddenly the imp disappears. The next thing you hear is a high pitched, growling scream.

Speak Infernal:
Intruders! Kill them all!

Initiative:
Kevorin:1d20 + 2 ⇒ (5) + 2 = 7
Morghrim:1d20 + 5 ⇒ (6) + 5 = 11
Tiefling 1: 12
Tiefling 2: 11
Imp: 20

Initiative Order:
Imp
Tiefling 1
Morghrim
Tiefling 2
Kevorin

The sound of wings echos through the chamber as you assume the imp is on the move. One of the tiefling priests moves forward as waves of dark energy wash over you.

Morghrim and Kevorin: Will Save DC14, 4 damage if you succeed, 9 if you fail. Morghrim is up.


DM Talomyr wrote:
What are Wart, Addie, Bron, and Valeron doing while the other two are on their "expedition"?

Since Addie spent the day scribing scrolls, she will rest for the evening in anticipation of striking out against the Bastards the next day - unless Valeron, Wart, and Bron have a better idea.

If Addie, Valeron, Wart, and Bron are staying in for the evening, do we want to assume that Morghrim took the party's Wand of Cure Light Wounds with him? If so, it has 47 charges remaining.


Valeron Legis wrote:
Back from vacation, and got my APG! I know what I'm reading tonight!

Welcome back! I'm jealous - any big changes to the Witch that you can share?

Grand Lodge

Black Addie wrote:
Valeron Legis wrote:
Back from vacation, and got my APG! I know what I'm reading tonight!
Welcome back! I'm jealous - any big changes to the Witch that you can share?

Biggest changes to the witch that I've noticed are the inclusion of extra spells in the spell lists and now your bonus spells are tied to your patron and not what type of familiar you have.


Male Human Cleric 5 / Inheritor's Crusader 1
Quote:
Welcome back! I'm jealous - any big changes to the Witch that you can share?

So much stuff... I can't even process it all. Off the top of my head, there's a Witch-only 1st level spell I definitely remember (it's like the Pugwampis from Legacy of Fire) - forces enemy to roll twice on attacks/skills. Gets worse at higher levels for enemies. Roll 3x and take worst roll, etc. Spell is called Ill Omen, lasts 1 rd/level.


DM Talomyr wrote:
Biggest changes to the witch that I've noticed are the inclusion of extra spells in the spell lists and now your bonus spells are tied to your patron and not what type of familiar you have.

Cool! Looking forward to checking it out!

Grand Lodge

Oh yeah, the APG is definitely the coolest damn RPG book I've seen in a long while.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Will save: 1d20 - 2 ⇒ (6) - 2 = 4

Kevorin yells out, "Morghrim, do you have any way to isolate that invisible flying thing?"

Are the tieflings visibly armed, aka do they threaten attacks of opportunity?

Grand Lodge

yes, the tieflings are armed with shortspears.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Talomyr I have no access to the APG as yet as i'm not a subscriber. Can you either detail the changes to me, or can I continue to use the playtest rules for this fight? I'm aware of the new (and crappier :S) judgement mechanic, but thats about it.

It's an Imp Kevorin! No idea!

Also DM, no insights into Imps weaknesses for Morghrims successful checks?

Grand Lodge

Morghrim Maestros wrote:

Talomyr I have no access to the APG as yet as i'm not a subscriber. Can you either detail the changes to me, or can I continue to use the playtest rules for this fight? I'm aware of the new (and crappier :S) judgement mechanic, but thats about it.

It's an Imp Kevorin! No idea!

Also DM, no insights into Imps weaknesses for Morghrims successful checks?

We stick with the playtest rules for the remainder of this battle, and as far a insights about the imp, you can get one question. What would you like to know? Attacks, Defenses, Special Qualities, Saves?


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
DM Talomyr wrote:
Morghrim Maestros wrote:

Talomyr I have no access to the APG as yet as i'm not a subscriber. Can you either detail the changes to me, or can I continue to use the playtest rules for this fight? I'm aware of the new (and crappier :S) judgement mechanic, but thats about it.

It's an Imp Kevorin! No idea!

Also DM, no insights into Imps weaknesses for Morghrims successful checks?

We stick with the playtest rules for the remainder of this battle, and as far a insights about the imp, you can get one question. What would you like to know? Attacks, Defenses, Special Qualities, Saves?

Morghrim's always interested in knowing the enemies weaknesses, so anything that might punch through any damage reduction the Imp have might seems appropiate. This is pretty much what monster lore is all about. Will edit my action into this post, 5 mins tops.

1d20 + 7 ⇒ (2) + 7 = 9

Morghrim attempts to resist the dark energy washing over him, but to his surprise the Tiefling's negative energy does quite a bit of harm to him. Growling in pain, the Dwarf utters a quick prayer to Shelyn and his wounds begin to seal up. Morghrim quickly moves to L11 and readies Shelyn's Kiss to strike the moment Kevorin moves into a flanking position.

Actions- Activate Healing judgement, heal 1HP. Move action to L11, readied action to strike when Kevorin moves in to flank. Attack roll assumes flanking for when Kevorin moves into position. AC is 21.

1d20 + 8 ⇒ (13) + 8 = 21
1d10 + 4 ⇒ (8) + 4 = 12

Grand Lodge

Morghrim your Knowledge (Planes) check tells you that you are facing an Imp. Special Defenses are: DR/5 good or silver, Immune to fire and poison, Resist Acid 10, Resist Cold 10.

Morghrim moves into position an awaits Kevorin to move into place before attacking.

The second tiefling points at Morghrim and a bolt of acid leaves the tieflings fingertips, strikind Morghrim solidly in the side.

Morghrim take 5 acid damage, Kevorin is up.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kevorin rages and moves into position I11 and attacks t1.
Great Axe attack (raging): 1d20 + 8 + 2 ⇒ (9) + 8 + 2 = 19
Great Axe damage (raging): 1d12 + 9 + 1d6 ⇒ (1) + 9 + (1) = 11

Acrobatics check: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22 to avoid AoO

Grand Lodge

Perception DC 33:
You hear the sound of wings flapping down the eastern passageway, nearest the alter

Kevorin and Morghrim swing blades simultaneously, easily snuffing the life from one of the tielfling priests.

Up Next: Morghrim, Tiefling 2, then Kevorin


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

"CUT HIM OFF!" Kevorin growls to Morghrim.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Can't make that check so i'll assume not worth rolling.

The speed at which Morghrim's wounds are healing slowly increases as he moves to block off the Tieflings escape, and swings Shelyn's Kiss in a mighty arc aimed to disembowel the Tiefling.

Healed 2HP. Charge, and attack.

1d20 + 6 ⇒ (13) + 6 = 19
1d10 + 4 ⇒ (6) + 4 = 10


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kevorin charges and attacks.
Great Axe attack (raging): 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Great Axe damage (raging): 1d12 + 9 ⇒ (11) + 9 = 20

Grand Lodge

The remaining tiefling withdraws from combat and makes a break for the passageway from which you entered.

Kev's up...and likely this one is over.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev listens for a moment. "You still hear wings?" he calls to Morghrim. "Where is it?"

Grand Lodge

Neither of you hear anything. You find on the the two rather bloody priests: 2 masterwork shortspears, 2 masterwork studded leather armors, 2 unholy symbols of Mammon, 44 gp, 20 sp, 10 cp, and a ring.

Detect Magic:
The ring glows


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
Kevorin wrote:
Kev listens for a moment. "You still hear wings?" he calls to Morghrim. "Where is it?"

1d20 + 9 ⇒ (12) + 9 = 21

Morghrim shrugs as he calls upon the last of his magic to close up his wounds. Don't hear nothing. Keep watch on the two entrances while I search this place? Wonder if these are the Bastards, or just an unlucky cult...

1d8 + 2 ⇒ (8) + 2 = 10 CLW
1d20 + 10 ⇒ (6) + 10 = 16 Guidance assisted perception check to search the tieflings and the room. And yeah, Detect Magic while searching of course.

Leave these symbols alone or destroy them Kev... They are the symbols of an arch-devil. Help me stow this stuff into my backpack eh?

Morghrim doesn't directly touch the ring, but carefully wraps it up in his bedroll, stowing it away. He's worried of any evil it might have inside it and doesn't have the training in spellcraft to attempt to identify it himself.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kev allows his rage to expire once it's clear that the imp has fled. He assists Morghrim in looting the bodies. "Let's fall back," he says through his gasps. "We've already blown our cover and tipped them off. More will be coming soon and pressing on is just going to get us killed."


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
Kevorin wrote:
Kev allows his rage to expire once it's clear that the imp has fled. He assists Morghrim in looting the bodies. "Let's fall back," he says through his gasps. "We've already blown our cover and tipped them off. More will be coming soon and pressing on is just going to get us killed."

Morghrim looks longingly at the east passage and the promise of bloodshed within... Then nods.

Aye... Although we've now found another way into their stronghold and slain two worthy foes. A good day. Lets move.


Male Halfling Alchemist : 4

I would like to shop for the accouterments for a riding dog, as well as a scroll of identify & detect secret doors. Now, I just need to sit down and figure out what I can afford. ;) I would like to go out with Black Addie, as she shops to make this less conspicuous.


Male Human Cleric 5 / Inheritor's Crusader 1

After his usual morning regimen is complete, Valeron will head about town shopping and socializing with the town's citizens. In passing conversation, he'll mention things like did you hear those Westcrown Defenders nabbed another shadow beast? or did you hear about that WMD group that took out that goblin band led by the nefarious Whitechin?

With their legacy continuing to bloom, he'll meet up with Addie (and the others should they desire) and return to scope out other entertainment venues in town - unless Elopement is the only performance available at the moment?


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1

Kevorin's plan now is to get out of the sewers and report back to the others, pausing once they first get out of the sewers to criss-cross their trail to throw off any pursuers.

"With any luck, we'll have convinced the Bastards to divide their forces by guarding that shrine. It will make an above-ground assault a little easier. Or, of course, we could try to get the others through this way. I'm just worried that that temple would be very easy for them to defend. If they situate people behind those benches for cover, and we'd have to come in one at a time, it would be very rough indeed."

Grand Lodge

Black Addie wrote:
Since Addie spent the day scribing scrolls, she will rest for the evening in anticipation of striking out against the Bastards the next day - unless Valeron, Wart, and Bron have a better idea.
Wart wrote:
I would like to shop for the accouterments for a riding dog, as well as a scroll of identify & detect secret doors. Now, I just need to sit down and figure out what I can afford. ;) I would like to go out with Black Addie, as she shops to make this less conspicuous.
Valeron wrote:

After his usual morning regimen is complete, Valeron will head about town shopping and socializing with the town's citizens. In passing conversation, he'll mention things like did you hear those Westcrown Defenders nabbed another shadow beast? or did you hear about that WMD group that took out that goblin band led by the nefarious Whitechin?

With their legacy continuing to bloom, he'll meet up with Addie (and the others should they desire) and return to scope out other entertainment venues in town - unless Elopement is the only performance available at the moment?

Addie and Wart go out into the Merchant's Quarter and purchase the items they were looking for. After returning to the shrine, Addie finishes scribbing her scrolls shortly before Valeron suggests going to see another show. A quick trip down to the theater district, finds a number of shows other than The Elopement of the Dowager Princess, but mostly short sketch shows of various qualities. While traveling through the Theater district you see a poster, calling for open auditions for a performance of the legendary Sixfold Trial of Larozod.

Grand Lodge

After returning from the Theater district, Addie, Wart, and Valeron meet back up with Bron, Kevorin, and Morghrim.

Kevorin and Morghrim relay their story of the underground shrine to Mammon and what they believe to its connection to the Bastards of Erebus.

You are all back at the shrine of Aroden and it is nearly nightfall. What are your plans for what to do next?


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6

Addie, Wart, Valeron, take a look at this ring. It glows with magic but i'll be damned if I can puzzle it out...

Nazard the loot we took's on my charsheet in a spoiler below equipment.


HP: 44 /44; 0 non-lethal AC 19; touch 14; flat-footed 16 Fort: +5; Reflex: +5; Will: -1
Morghrim Maestros wrote:

Addie, Wart, Valeron, take a look at this ring. It glows with magic but i'll be damned if I can puzzle it out...

Nazard the loot we took's on my charsheet in a spoiler below equipment.

Oh, are we sharing?<wink, wink>

Either way, Kev will definitely take a suit of that masterwork studded leather.


HP 53/53, AC- 21, Flat-Footed- 19, Touch- 12 CMD 19, Fort- +9, Reflex- +6, Will- +10, Perception- +13, Init- +5, AOO- +9 (1d10+6), Judgement 2/2, Bane 6/6
Kevorin wrote:
Morghrim Maestros wrote:

Addie, Wart, Valeron, take a look at this ring. It glows with magic but i'll be damned if I can puzzle it out...

Nazard the loot we took's on my charsheet in a spoiler below equipment.

Oh, are we sharing?<wink, wink>

Either way, Kev will definitely take a suit of that masterwork studded leather.

Sounds good. Valeron maybe you take some studded leather to wear at night? Just in case ;)


DM Talomyr wrote:
While traveling through the Theater district you see a poster, calling for open auditions for a performance of the legendary Sixfold Trial of Larozed.

"Hmm. Maybe there's something to this acting business. It was rather fun pretending to be a well-born lady..." Addie muses to herself, thinking back on her interactions with that odious actor, Thesing Umbero.

"Do either of you know anything about the Sixfold Trial of Larozed?" Addie asks Valeron and Wart as the trio heads back to the shrine of Aroden.


Male Human Fighter

Having kept himself preoccupied with caring for Patch-eye and tending his own weapons, Bron keeps out of the way until the two return from their romp through the sewers. Rising when they enter, he simply nods in greeting as he listens to what the two had to tell.


Morghrim Maestros wrote:
Addie, Wart, Valeron, take a look at this ring. It glows with magic but i'll be damned if I can puzzle it out...

"Here, let me take a look at it," Addie says as Morghrim holds out the ring. The young witch casts a minor spell to detect magical auras, and studies the ring carefully.

Cast detect magic, Spellcraft check: 1d20 + 9 ⇒ (15) + 9 = 24

Grand Lodge

For information about The Six Trials of Larazod: I remembered it wrong the first time.

Knowledge(Local), (Nobility), or Perform(Acting): DC14:
The Six Trials of Larazod was banned the after its first performance 200 years ago, but has recently come back in vogue. Known as blood-sport as much as play, and to date, no cast has ever survived an uncut version of the play. The play concerns an Asmodean trial of an man named Larazod.

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