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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Grand Lodge

Round 16

No shadows this round. What would you all like to do?

Round 16 Initiative:
Morghrim - 20+
Addie - 15
Kevorin - 12+
Valeron - 12


I vote we leave this room and find a place to rest and level up.

Of course, that will only work if any new shadows that appear don't follow us out of this room...


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

"Getting out of the Knot and back out of the Folly is going to be Hell," Kev says with no trace of humour, or even recognition, of his bad pun. "But I don't see as we have much choice."


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

We can't go on. Fall back it is... Morghrim says, acting as rearguard.

Grand Lodge

Where are you going to try and rest at? I'm trying really hard not to give you guys a hint about the shadows.


I guess one of the most important things to consider when determining our campsite is whether any new shadows will come after us after we leave this room - and the only way we'll be able to determine the answer to that question will be to wait around for another one (or more!) to appear.

If the shadows can't/won't leave this room, then we could camp out either in the room where we killed the howlers or the entrance hall where we found the body with the haversack. That means we wouldn't be able to leave the Folly until after the Cornucopia has ended, so we might have to get creative to come up with a way to get out without getting caught.

Alternatively, we could exit the Knot now and leave the Folly while the rest of the party-goers are still occupied. Once back at the WMD hideout maybe Arael would be able to cure us of our Strength-drain. Of course, then we'd have to come up with a way to get back into the Folly at a later date.


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

Too much OOC discussion methinks. Start the retreat and we'll likely be followed and find out how far they can go anyway. What we know for sure is that only Morghrim isn't significantly impaired right now- theres no question in staying.


Male Human Cleric 5 / Inheritor's Crusader 1

Agreed.

Seeing the brief respite from the endless onslaught of shadow-creatures, Valeron continues to cautiously step backward, longsword in his hand (what good it would do).

Grand Lodge

As the group backs out the room, the near constant flow of shadows from the wall has ceased.

We are outside of rounds for the moment, where to?


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

The corridor... Back to the corridor everyone. It had a set of doors we can barricade, won't be much proof against the shadows but it should give us some warning time before anything else attacks. We'll have to lick our wounds there.


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

Kevorin nods wearily, struggling to drag his axe and borrowed mace along.

Grand Lodge

The party returns to the entry corridor and closes the doors. Along the way a wary eye glances back toward the room with the pit, not seeing any sign of more shadows appearing.

Knowledge (Religion) DC 12:
It seems the room itself is under the effect of Lifesense, a common form of perception gained by the undead.

Camping here? Returning to the Folly? Watches? Inquiring DMs would like to know.


Male Human Cleric 5 / Inheritor's Crusader 1

"I wonder if time passes the same here?" Valeron wonders aloud.

"Perhaps while it's felt like an hour here, only a minute has passed outside? It would seem we should camp here, if we can, otherwise I'm unsure we'll get another chance to sneak past the mayor, his guests or his guards back here."


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

Aye, we're not leaving till we got what we came for. Wart... he would have wanted us to go on. Like I said, back to the corridor, its the most defensible spot.


DC 12 Knowledge (religion) check: 1d20 + 5 ⇒ (20) + 5 = 25 - now I roll a 20!

"The room in which we encountered the shadows seems to have an active Lifesense effect - a common form of perception gained by the undead." Addie comments to her companions.

"I agree we should rest here in the Knot - we won't get a better opportunity for getting into this place. Valeron, would you be able to restore some of our reduced strength after we rest?"

Grand Lodge

Valeron, please see the Discussion Thread


DM Talomyr:
Addie needs to make another Will Save one hour after the battle with the howlers. If possible she will cast Guidance on herself before the save. DC 12 Will save (note - save made before leveling up): 1d20 + 6 + 1 ⇒ (2) + 6 + 1 = 9 - failed, so another point of Wisdom damage takes Addie to a Wisdom of 12.

If another DC 12 Will save is needed after another hour (with Guidance: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11 - failed, Wisdom now at 11.

Next DC 12 Will save (with Guidance: 1d20 + 5 + 1 ⇒ (20) + 5 + 1 = 26 - finally passed! Addie took a total of 3 Wisdom damage.

Grand Lodge

Addie:
[ooc]Thanks for the honesty, I had forgotten all about that.


Addie helps her friends set up a makeshift camp in the entrance hallway of the Asmodean Knot. "Ol' Meg knew a trick that might help us get past those shadows," Addie shares with her companions as they rest. "I may be able to learn it when I commune with His Lordship after our rest."

During the course of the rest period Addie studies Drowned Jabe and His Miserable Brothers and Sisters for any clues that may be gleaned regarding the Asmodean Knot.


After her rest Addie awakens and spends an hour simply staring into His Lordship's golden eyes, communing with the spirit of her mysterious patron. During her meditation one question keeps chasing around and around in her mind, "Will we survive to escape the Asmodean Knot?"

At the end of the hour-long meditation she takes out her mother's ancient Harrow deck, draws a single card, and studies it intently for several moments.

Addie uses her Harrowed feat for the day. Suit drawn: 1d6 ⇒ 1 (Attribute: Strength); card drawn: 1d9 ⇒ 7 (The Fiend: The Fiend depicts a devil swallowing innocents. It can indicate the deaths of many in a great calamity or, if misaligned, the salvation from the same calamity. The Fiend can also indicate that some sort of dark and intelligent creature is in the area, endangering the populace.)

"That doesn't bode well..." the young witch thinks to herself, replacing the card in her deck without mentioning it to her friends.

That's a pretty freaky result considering where we are...


Male Human Cleric 5 / Inheritor's Crusader 1

After a fitfull night filled with dreams of swarming masses of devilish figures swarming their group, Valeron awakens, somewhat surprised to find everyone relatively safe.

He promptly drops to his knees and begins his routine of prayer to the Inheritor, specifically requesting guidance through the Asmodean Knot for his companions and himself.

Groggy and weak, he feels his mind flood with the words to restorative prayers and begins to tend to the others.

Was able to pray for 3 lesser restorations, here we go.

Kev: 1d4 ⇒ 3
Addie: 1d4 ⇒ 4
Valeron: 1d4 ⇒ 4


Male Human Cleric 5 / Inheritor's Crusader 1

Sitting back down, Valeron begins to work a whetstone on his longsword while opening up the discussion about how to next proceed.

"So, the room of shadow... did any of you see the source of those creatures? A portal? A cursed item?" The cleric's hands reinforce his words, as he gestures as if pointing to a portal or holding a small item.

"Whatever it is, we need to destroy it, or else we'll find ourselves pitted against every shadow from their Plane..."


Thanks Valeron!

With rest, Addie also heals 1 point of Strength damage and 1 point of Wisdom damage, bringing her ability scores to Strength 8 (normal) and Wisdom 12 (still down by 2).

Grand Lodge

Valeron Legis wrote:
"So, the room of shadow... did any of you see the source of those creatures? A portal? A cursed item?"

Prior to his untimely demise, Wart had mentioned that all of the shadows seemed to be coming from the far wall of the chamber, almost as if there was something behind that wall

DM ONLY!:

Rounds until shadows begin:1d4 ⇒ 1


DM Talomyr:
Following her rest, Addie will attempt to identify the remaining unknown scroll using Read Magic(one of the scrolls found with the dead elf - it was the third of the five scrolls that included Chill Touch, Command Undead, Vampiric Touch, and False Life, all at CL 5th) as well as the odd tattered parchment via Detect Magic and Spellcraft augmented by Guidance.

Spellcraft check w/Guidance: 1d20 + 12 + 1 ⇒ (2) + 12 + 1 = 15 - no luck...

Did Addie learn anything from her study of Drowned Jabe and His Miserable Brothers and Sisters?


Valeron Legis wrote:

"So, the room of shadow... did any of you see the source of those creatures? A portal? A cursed item?" The cleric's hands reinforce his words, as he gestures as if pointing to a portal or holding a small item.

"Whatever it is, we need to destroy it, or else we'll find ourselves pitted against every shadow from their Plane..."

"Before Wart fell, he mentioned that all of the shadows seemed to be coming from the far wall of the chamber, almost as if there was something behind that wall," Addie muses aloud.

"During my communion with His Lordship this 'morning', I was able to learn one of Ol' Meg's old tricks that had previously been beyond my ability. It's a spell that causes my skin to peel off my body and animate as a magical construct under my control. I can project my consciousness into my skin and direct it to perform any actions that I could normally take, although my skin's strength will be minimal. I could send my skin into the chamber to search that far wall for any secret doors that may lead to where the shadows are coming from - since my skin is a construct, it should be immune from the shadows' strength-draining touch."

"This spell is not without risks, though. When my skin leaves my body, my body will be helpless and its vitality will be reduced to the verge of unconsciousness. My body will be unable to heal damage naturally while I have no skin, nor will spells that heal damage work on my body. If the spell ends before I reunite my body and skin or if my skin is destroyed while my consciousness is in my body, then I will remain helpless until my full body can be restored using powerful regenerative magic. If my body dies while I'm possessing my skin, then I'll die when the spell ends. If my body or skin is slain with my consciousness in it, then I'll be instantly killed. Needless to say, if we agree that I should do this I'd appreciate it if someone would guard my body."

Grand Lodge

Black Addie:

Studying the book you find it to be a lavishly illustrated book in essentially brand new condition. The book goes into detail about a thief who stole his way into a place called the Asmodean Knot and drowned there only to "live" on after death as "Drowned Jabe". Basing your thoughts on the illustrations in the book, it would seem that his miserable sisters are the one's responsible for his death.

As you lay resting throughout the evening you have the most curious feeling that the book itself is not wholly real, almost like it has some sort of base intelligence of its own.

While in possession of the book you gain a +2 competence bonus to Knowledge (Religion) rolls dealing with the undead.

As Addie has noted, all of you gain 1 point back to any ability damaged stat and your level in hp overnight prior to moving on.


Male Human Cleric 5 / Inheritor's Crusader 1

After Addie's long description, Valeron stands there looking at the witch for a few moments.

"Um."

Glancing downward, he kicks his feet uncomfortably.

"Your skin, it, uh..."

More shifting.

"Nevermind, that sounds, um... great. I'll guard your body while your skin explores?"

Grand Lodge

bump

Going forward with Addie's skin doing the searching?


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

I think Morghrims too horrified by the process to argue.


Sorry for the delay - I'm dealing with strep throat and a sinus infection... not fun.

"Well then, gentlemen. If you'll give me a moment's privacy?" Addie requests as she fishes about in her magical haversack to retrieve the threadbare gray peasant dress that she wore when her companions first met her.

Once her companions' backs are turned, Addie disrobes and places her cloak over her body as she reclines on the floor with His Lordship sitting protectively near her head. The young witch begins chanting the words of a spell, and soon the ripping sound of her skin tearing itself away from her body can be heard over the sound of her voice. After nearly a minute the chanting stops, and Addie's skin rises to stand above her cloaked body.

With a momentary effort of will Addie projects her consciousness into her free-standing skin and instructs her creation to pick up the gray peasant dress. Skin-Addie dons the dress in an attempt to preserve a bit of modesty, then picks up Addie's recalcitrant wand of magical missiles (just in case!) before heading toward the doorway leading to the chamber of undead shadows.

"I recommend that you all remain out here," Addie's voice issues hollowly from the skin-construct. "This form should be immune to the shadows' touch, leaving me free to search the far wall of the chamber. If not, well... Don't sacrifice yourselves trying to avenge me."

With those words, Skin-Addie enters the chamber and heads toward the far wall.

Assuming that the shadows do not attack or affect the skin construct, Addie will take 20 while searching the far wall while praying to The Gentleman for Guidance, for a total Perception check of 26.

Grand Lodge

Her spell complete, Skin-Addie moves back into the chamber where Wart drew his last breath. Much as the young witch had thought, her skin construct does not garner the notice of the shades.

It takes her a while, but eventually Addie finds a fine seam in the wall and a few minutes later finds the opening mechanism for door in the form of a loose stone in the floor near the wall.

Assumed another take 20 and guidance to find the mechanism

Opening the door, you see a odd trapazoidal shaped room. On the angled walls of the room reside a pair of silvery-black mirrors. Closer inspection of the mirrors show shadowy figures passing by.

Knowledge (Planes) DC 15:
Without a doubt these mirrors are portals to the Plane of Shadow

Knowledge (Arcane) DC 15 IF Previous Knowledge (Planes) check succeeds:
Further examination leads you to believe these portals are one way portals.


DC 15 Knowledge (Planes) check: 1d20 + 11 ⇒ (19) + 11 = 30
DC 15 Knowledge (Arcane) check: 1d20 + 11 ⇒ (10) + 11 = 21

Skin-Addie studies the silvery-black mirrors carefully, not surprised to see shadowy figures passing by on the other side of the reflective surfaces.

With a moment's concentration she returns her consciousness to her body to inform her companions of what she found. "A hidden room beyond a secret door in the far wall," she says in a weak whisper. "Within are a pair of silvery-black mirrors that appear to act as one-way portals from the Plane of Shadow. I saw several shadowy figures passing by within the mirrors. I'm going to try an experiment..."

Addie shifts her consciousness back to her skin-construct. Raising her wand, she fires a bolt of mystical force at one of the mirrors.

Since DM Talomyr let me save my last successful UMD check to activate the wand (Round 15 of the battle with the shadows), I'll use it here on the mirror. UMD check was 26; damage was 6 hp force damage. Let's see if that has any effect.

Grand Lodge

The bolt of magical energy slams into the mirror, cracking the glass but not destroying the mirror.


I made a typo in the post above - the magic missile damage from the wand should be 5 instead of 6.

Encouraged by the effect of her initial bolt of mystical force, Skin-Addie tries to coax the wand to fire additional bolts at the mirror.

Let's try a few more then. If it's alright, all UMD checks will be augmented by Guidance.

DC 20 UMD check #1: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25 - pass; Damage 1d4 + 1 ⇒ (1) + 1 = 2
DC 20 UMD check #2: 1d20 + 10 + 1 ⇒ (5) + 10 + 1 = 16 - fail, no charge used.
DC 20 UMD check #3: 1d20 + 10 + 1 ⇒ (4) + 10 + 1 = 15 - fail, no charge used.
DC 20 UMD check #4: 1d20 + 10 + 1 ⇒ (9) + 10 + 1 = 20 - pass; Damage 1d4 + 1 ⇒ (1) + 1 = 2
DC 20 UMD check #5: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 - pass; Damage 1d4 + 1 ⇒ (2) + 1 = 3
DC 20 UMD check #6: 1d20 + 10 + 1 ⇒ (15) + 10 + 1 = 26 - pass; Damage 1d4 + 1 ⇒ (3) + 1 = 4
DC 20 UMD check #7: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30 - pass; Damage 1d4 + 1 ⇒ (1) + 1 = 2
DC 20 UMD check #8: 1d20 + 10 + 1 ⇒ (12) + 10 + 1 = 23 - pass; Damage 1d4 + 1 ⇒ (4) + 1 = 5
DC 20 UMD check #9: 1d20 + 10 + 1 ⇒ (1) + 10 + 1 = 12 - fail, no charge used.
DC 20 UMD check #10: 1d20 + 10 + 1 ⇒ (17) + 10 + 1 = 28 - pass; Damage 1d4 + 1 ⇒ (1) + 1 = 2

Total of 8 charges used for a total of 25 points of damage (including the first bolt). That leaves me with 23 charges remaining on the wand.

Grand Lodge

After expending a number of charges, the force missiles eventually shatter the mirror.

Took 7 of the charges to bust the mirror. I will assume the last one you succeeded with went into the second mirror. Given that you have more than enough time with your skinsend, I will assume you continue the same tactic on the second mirror.

1d4 + 1 ⇒ (4) + 1 = 5
1d4 + 1 ⇒ (1) + 1 = 2
1d4 + 1 ⇒ (4) + 1 = 5
1d4 + 1 ⇒ (4) + 1 = 5
1d4 + 1 ⇒ (3) + 1 = 4

Mark off five more charges to shatter the second mirror

Turning the wand on the second mirror, Addie hurls sixs bolts of force into the gateway, shattering the glass and ending the threat from the shadowrealm.

Where to folks?


Skin-Addie returns to her companions. "The mirror-portals are destroyed. This wand came in useful after all. Now if you'll excuse me," the construct says hollowly.

Skin-Addie removes the the peasant dress and shreds apart, flowing under the cloak covering Addie's body to reattach itself. With a sharp intake of breath the young witch sits up, her face and body covered with hideous scars where her skin split apart. "Give me a minute to get dressed. A few charges from the curative wand and I'll be right as rain." Actually, it takes several charges from the wand to make the horrific scars mostly disappear. One long scar remains down the right side of her face, which she attempts to hide with her black veil.

Cure Light Wounds wand charge #1: 1d8 + 1 ⇒ (3) + 1 = 4
Cure Light Wounds wand charge #2: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds wand charge #3: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds wand charge #4: 1d8 + 1 ⇒ (1) + 1 = 2
Cure Light Wounds wand charge #5: 1d8 + 1 ⇒ (2) + 1 = 3
Cure Light Wounds wand charge #6: 1d8 + 1 ⇒ (1) + 1 = 2

Addie is now at 33/34 hp. Crappy rolls on the CLW wand!

"It should be safe to enter the room now. Let's see to poor Wart's body."


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

Aye, i'll take the lead... Some of ye seem to still be suffering from the shadows. Erm... good work Addie.


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

"Sounds good to me," Kevorin says, looking askance at Addie.


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron nods.

"I'm, err. Just glad to have you back to normal, Addie."

With that said, he follows closely behind Morghrim, holding his longsword and shield at the ready.

Grand Lodge

The group re-enters the chamber to find Wart's body still laying the last place you saw it. Something seem a miss about the body, something more empty that most dead bodies you have seen in the past.

Let me know what you would like to do with his body, if anything.

Traveling along the rickety wooden set of curved stairs, supported by creaky ropes above and a lattice of wooden boards below that make up the rest of the chamber pass through the center of two circular shafts. In each of the shafts, no floor is visible below and no ceiling above. In each case, an opening in the far wall beckons roughly thirty feet below the point where the stair curve.

An Acrobatics DC 15 check will get you across to the lower opening. Coming back would be much more difficult (DC 30).

Map Link


Male Human Cleric 5 / Inheritor's Crusader 1

Valeron kneels at Wart's body and recites last rites.

"I'm not a fan of leaving him here, but we can't exactly deal with the dangers of the knot carrying him around on our backs..."

Valeron stands and studies the hallway on the far side of the vertical shaft.

"Great... We have any volunteer willing to leap across and secure a more reliable means of passage using a rope?"

The cleric can't help but to allow his eyes to rest on Kevorin.


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

Kev's weary eyes lock with Valeron's, and he nods. "I can make it, and I know I'll have you three to hang on to the other end of the rope if I miss."

Kev unloads what gear he is still able to carry, and has Morghrim assist in tying the rope securely around his waist. Preparing to makes the leap, he says, "Any words or rates of encouragement?". He makes a running leap, if possible.

Acrobatics: 1d20 + 9 ⇒ (18) + 9 = 27 +4 if he can make a running leap because of his higher movement rate

Kev makes the leap with grace and ease the belie his weakened condition.

Grand Lodge

Kevorin gracefully leaps across the void, feeling an odd sensation almost akin to weightlessness as he crosses.

Landing on the stone floor across the pit, Kevorin looks around and sees a long hallway with heavy wooden doors, barred from outside. Each of the doors has a narrow steel barred window at what would be human eye level.

Kevorin Perception DC 15:
The third door on the left is no longer barred from the outside.

Something has apparently heard the half-orc's landing, as you hear from the first door on the right...

"LET ME OUT! VHEED WILL PAY FOR HIS TREACHERY! I HEAR YOU OUT THERE, OPEN THIS DAMNED DOOR NOW!"

Map Update


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

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Kev looks for something on which to attach his end of the rope. He checks the door handle of the first door on the left to see if it's sturdy enough to support Morghrim's weight if needs be. He'll tie his end of the rope down there if so. Once done, he returns to the edge of the pit, ignoring the shouts from the cell for the moment, and motions to the others to cross.

Grand Lodge

Kevorin attaches the rope to cross bar on the closest cell door, convinced that it will support hus compaions weight.

DC 7 climb or acrobatics check to cross.


Valeron Legis wrote:

Valeron kneels at Wart's body and recites last rites.

"I'm not a fan of leaving him here, but we can't exactly deal with the dangers of the knot carrying him around on our backs..."

"Let's leave him in this corner here," Addie suggests, shifting Wart's body to a corner of the room and composing his limbs. She pauses as she sees the protective ring on his finger, the one that the group obtained from the Bastards of Erebus. "We should probably see if there's any of Wart's gear that we could use," she suggests pragmatically. "I doubt he would want us to die in this place if there was something in his possession that could have aided us."

Of Wart's gear, the following may be useful if allowed by DM Talomyr:
Ring of Protection +1 (Addie has one, but could anyone else use one?)
Scroll of Detect Secret Doors, arcane
Whetstone
Bag of Marbles

Addie covers Wart's body with his cloak before the group leaves the strange chamber.

DM Talomyr wrote:

Kevorin attaches the rope to cross bar on the closest cell door, convinced that it will support his compaions weight.

DC 7 climb or acrobatics check to cross.

"I'll try next. I'm the lightest," Addie says, praying to her otherwordly patron for guidance before attempting to climb across the rope.

DC 7 Climb check: 1d20 + 3 + 1 ⇒ (9) + 3 + 1 = 13


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 could use the ring but only if no one else wants it. He has Shield of Faith for that purpose.

Morghrim cocks his head as he hears the shouting, wondering if they should investigate. Looking at the rope in his newly donned full plate armour, he shakes his head in disbelief.

To think I packed up my breastplate... What a durn fool I am.

1d20 - 2 ⇒ (20) - 2 = 18 Climb check

Despite his worries, Morghrim clings on tightly to the rope, shuffling his massive weight across with apparent ease.

Grand Lodge

Taking whatever gear you need off of Wart's body is fine. Just let me know who has what.


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

Consider him stripped of anything that costs 20GP or more, I was going to list it but i'm short on time at the moment. Doubt it will be relevant until Kev does a loot split anyway, except the Ring of Protection. Any takers?

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