DM Talomyr's Serpent's Skull (Inactive)

Game Master Talomyr

You are passengers on a cargo ship called the Jenivere, headed south to Sargava. The voyage promises not only to bring you and your fellow passengers together as you face adversity, but also to set you on a path into the very heart of one of Golarion’s most feared regions in search of wealth, fame, and ancient secrets.


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Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

Dereje chuckles at Lawdrak's remark. "Do not let Sasha hear about this. She might want us to collect its young as well."

He pauses to look over at the tree cover. "Hm. We should get back to camp for now, but we also have to keep in mind that we won't always have the luxury of returning so quickly. Next time let's tell the others not to expect us until nightfall."


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

"I agree, but for today, we are still fairly new to our situation. It's best not to push our luck too far," Adara says in agreement with Dejere.

Grand Lodge

The heat is really beginning to become unbearable as the group trudges back into camp.

"Welcome back. Find anything of note?" Jask says as you arrive.

Sasha seems to have the young dimorphodons well in hand and even managed to gather a fair amount of edible fruit while you were gone.

Anything you wish to do/anyone you want to talk to during the three hours you are in camp?


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Adara approaches Jask regarding the snake bites she received while encouraging Mizu to do the same. Also, she will speak to the other campers to make sure they are doing alright and the weather is not affecting them nor the feeling of sickness she herself has been suffering slightly.

Some questions in discussion tab to appear shortly.


INACTIVE - GAME DIED

Once back at the camp, Mizu sits down and peels off her footwear. She also removes her armored coat, under which she wears what looks like a single piece of oilskin cut into a form-fitting slim suit with short sleeves and no coverage for the legs. (Diving outfit.) She inspects the small viper bite and then says, "A scratch, nothing more." In spite of the heat she still seems quiet and uncomplaining.

Grand Lodge

"Mizu is right, Adara. A superficial wound more than anything, although you are certainly fortunate to have fought off the snake's venom." Jask says, inspecting the wound before unleashing a burst of positive energy.

Channel Positive Energy: 1d6 ⇒ 2

As the heat drags on Sasha curls up with one of the dimorphodons. "After this blasted heat lets up a bit, I'll go back out to see about some meat to go along with the fruit."

Ishirou and Aerys keep watch at opposite sides of the camp, not necessarily trying to avoid each other, but more trying to keep a more balanced and diligent watch over the camp.

Gelik approaches the exploration party and asks, "Anything interesting? Find any shipwrecks?"

Grand Lodge

While relaxing as best she can during the sweltering heat, Sasha confesses something of note to the rest of the castaways.

"I really do appreciate you retrieving these delightful little creatures for me. Mother never really allowed me to have a pet, but then again we were always on the move with her being a rather high ranking member within the Red Mantis Assassins." she says, almost matter-of-factly, and certainly not pausing for any of her fellow castaways to interject.

"Anyway, I picked up a few tricks here and there and would be happy to teach you one of them if you have the time."

Anyone who spends a day practicing her techniques gains a permanent +1 (un-typed) bonus on Initiative checks.


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2
Gelik wrote:
Gelik approaches the exploration party and asks, "Anything interesting? Find any shipwrecks?"

"Not yet, but I hope to this evening! Imagine... a tropical sunset .. the colors of ribbon candy.. dramatically juxtaposed with a rotting hulk of wood imbued with such dark and rich memories! And with luck we'll be treated with a cooling sea breeze."

Mum sits and attempts to coordinate what she'd marked for the morning's short exploration with the rough map of the shiv. Once the tiny treant Kainey is convinced Mum is staying put for a while, he floats down from her shoulder, and digs his roots into the soil beside her.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Lawdrak, still shaking off the effects of previous poisonings, does his best to sleep through the heat of the day.

When roused later that afternoon, he dons his armor, hefts his pack, and nods, ready to go.

Grand Lodge

DM Rolls:
1d100 + 10 ⇒ (88) + 10 = 98

The worst of the heat of the day passes uneventfully. Shortly after the scorching conditions nominally subside, the party gathers up and heads out to the east.

After traveling and exploring for just shy of a hour, you reach east coast of the island. Looking out into the sea, you see a small island about a ten minute swim off the coast of the main island. Nestled into the southeastern shore of the smaller island you see the remains of a ship.

The map on Roll20 has been updated. Where to? Continue to explore the main island? Swim out to the shipwreck? Something else entirely?


INACTIVE - GAME DIED

"We should examine the shipwrecks for useful supplies," says Mizu.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

"Agreed"


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Adara scans the waters and what she can see of the island. She also checks for tracks and signs of flora and fauna which could be hindering or dangerous.

Perception: 1d20 + 0 ⇒ (6) + 0 = 6
Survival: 1d20 + 5 ⇒ (13) + 5 = 18

Adara frequently frets over the position of the sun, and as a result her vision has some white afterimages interfering with what she perceives.

Grand Lodge

Looking out over the waters you see that there is a bit of churn, but not so much that the swim out to the island would be overly difficult

DC 10 for those without an actual swim speed. This a role you may "take 10" on. Please make sure you take any armor check penalties you may have into account.

As she scans the island as best she can from shore, beyond the shipwreck, Adara does not see anything of note on the island beyond some low level plant growth and the occasional crab.


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

Dereje checks his powder horn, making sure it is properly sealed before approaching the water's edge.

"Whenever you are all ready," he says, waiting on his companions.

Taking 10, Dereje's check would be 11 (no ACP).


INACTIVE - GAME DIED

Mizu slides easily into the water without complaint and proceeds apace. She pauses occasionally to circle the team and make sure that everyone is able to keep up. The swim seems to invigorate her rather than sapping her reserves.

Hydrated vitality racial ability means that this li'l swim heals my 2 points of damage.

Also just noticed a typo in my stat bar stating I had 10, not 11, hit points. Corrected that!

Grand Lodge

Looks like all of you, including Estietre's familiar, but not Sharpmaw, can make it across without having to actually make a roll. Sharpmaw will have to roll a swim should you want him to cross. If you do not intend to cross let me know.

The party reaches the shore of the small island. Most of the plant life is low lying vegetation. The most distinct feature on the island is the shipwreck. Getting a bit closer you can see what looks like it may have once said The Tattooed Lady painted on the exposed, port side of the wreckage.

Upon closer inspection it appears that the wreckage has been here for quite some time and is in very poor shape as the starboard side has been impaled upon several large, jagged rocks.

Survival or Knowledge (Nature) DC 12:
You imagine it is not uncommon for the majority of this island to be underwater at high tide.


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

Mum squats, to prod the vegetation and stroke the stony ground underneath... then gazes at the shore of the Shiv.
"Shouldn't take too long to strip this Tattooed Lady.. with all of us here. Many hands do light work! Which is good and true enough I hope.. this island will be underwater at high tide... most of it anyway."

know nature: 1d20 + 8 ⇒ (19) + 8 = 27 high tide how soon?

Grand Lodge

High tide is a few hours off. Baring a very significant delay, you will be long gone before it hits.

Grand Lodge

The party quickly sweeps the wreckage of The Tattooed Lady finding little of note. The few items that have not been swept out to sea are very badly damaged by the daily cycle of sea water and scorching sun.

Back to the main island I assume, where to from there? It is ~1630. Sunset is at 2000.

Grand Lodge

BUMP

You are at the red "X" on the Roll20 map. The shoreline continues southeast where you are at, or you could continue inland. Where to?


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

I vote to continue along the shoreline until 1800. (Druid, 18, seeks adventure , loves long walks on the beach...)


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

Dereje nods as he dries off the exterior of his firearm. "Yes, let's continue along the coastline. Perhaps we will come across another shipwreck."

Grand Lodge

The castaways travel southeast, running across an empty dimorphodon nest about twenty minutes into their latest journey. Seeing nothing of note in the nest the party travels along the coast, trudging slowly along rocky, sandy beaches.

Along the way you see two small islands, similar to that which you found the remains of the Tattooed Lady. Roughly an hour into this leg of the trip you run across the remains of another ship beached on the shore of the Shiv.

As you approach the shipwreck you see just barely discernible in golden paint the words Golden Bow.

Current time: 1730.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

"What say we check this wreck, then return to camp?"


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

"Another ship that Mr. Aberwhinge mentioned," Dereje muses as he sizes up the vessel, whilst stroking his ashen beard thoughtfully. He eventually nods in agreement with Lawdrak. "Hm, yes. We might have better luck with our search of this one."


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

The tanned Suli shades her eyes as she surveys the wreckage.

"Yes, any supplies or indication of survivors will be welcome for our plight."

She readies a javelin and moves toward the ship's remains carefully.

"Take care. I can't imagine the sea scorpions we encountered were the only such band near this island."

Perception: 1d20 + 0 ⇒ (7) + 0 = 7

As usual, Adara seems much more concerned about the position of the sun and looking over her comrades than she is on their surroundings. Quite ironic given her advice.


INACTIVE - GAME DIED

Mizu continues to accompany the group silently, without complaint or suggestion. She squints as she looks out across the water with the sun shining off of it and surveys the latest wreck.

Grand Lodge

The Golden Bow

Having decided it was worth their while to investigate another ship, the party boarded the wreckage of the Golden Bow. Fortunately the remains of the Golden Bow were in significantly better condition than those of the Tattooed Lady.

Carefully walking across the creaky, worn planks of the ship's deck, the castaways descend into the ship's hold. There is a heavy smell of rot and decay in the hold. The noise of shuffling bodies and the moans of eternal torment fill the air.

DM Rolls:

Stealth: 1d20 + 0 ⇒ (3) + 0 = 3

Adara Perception: 1d20 + 0 ⇒ (10) + 0 = 10
Dereje Perception: 1d20 + 0 ⇒ (14) + 0 = 14
Estietre Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Lawdrak Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Mizu Perception: 1d20 + 3 ⇒ (20) + 3 = 23
Sharpmaw Perception: 1d20 + 6 ⇒ (1) + 6 = 7

Adara Init: 1d20 + 3 ⇒ (13) + 3 = 16
Dereje Init: 1d20 + 3 ⇒ (6) + 3 = 9
Estietre Init: 1d20 + 2 ⇒ (12) + 2 = 14
Lawdrak Init: 1d20 + 0 ⇒ (20) + 0 = 20
Mizu Init: 1d20 + 3 ⇒ (7) + 3 = 10

Zombie Init: 1d20 + 0 ⇒ (9) + 0 = 9

Initiative Order
Lawdrak & Sharpmaw
Adara
Estietre
Mizu
Dereje
Rotting, Shambling Corpses

The entire party is up.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Adara looks at their new situation with a critical eye.

With a wry expression, she says, "Well, I'm not really certain whether I'm happy they're not sea scorpions."

She swishes her hair behind her shoulders with one hand, the cascade of gold reflecting a rainbow of color unexpectedly in the setting sun.

"Regardless, these souls need our assistance to pass into the judgement Pharasma has been waiting to give them. It is our duty to ease their suffering."

Adara steps forward and hurls her readied javelin at the animated corpse across from the party.

Unsure if Adara actually has to move to hit Red Zombie, or if she can attack from her starting position on those stairs.

Javelin of Kindness: 1d20 - 2 ⇒ (5) - 2 = 3
damage: 1d6 + 1 ⇒ (5) + 1 = 6

While more stable than the previous wreckage, the wood beneath Adara's feet sags slightly throwing off her aim as the javelin embeds itself in the far side of the ship.


INACTIVE - GAME DIED

Mizu moves to intercept the corpses and draws her blade as she goes. Without hesitation, she chops at the walking dead.

Mizu: Katana attack vs. blue: 1d20 + 3 ⇒ (8) + 3 = 11 Pretty sure that misses, even against a zombie.
Mizu: Katana damage: 1d8 + 1 ⇒ (7) + 1 = 8 On the off chance that it doesn't.


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

"Poor, wretched souls..." Dereje murmurs as he draws his cutlass, not too keen on blowing any holes into the the ship. He steps up alongside Mizu, attacking the zombie with a slash of his own.

Cutlass Attack vs. Blue: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d6 + 1 ⇒ (5) + 1 = 6

Grand Lodge

Adara launches a javelin, but it deflects off a beam and lands well short of its intended target.

Mizu's strike just glances off of the rubbery, water-logged flesh of undead monstrosity.

Dereje has a bit more luck as he slices deep into the creature's rotting flesh, releasing a gush of foul-smell combination of sea water and liquefied internal organs.

Lawdrak, Sharpmaw, and Estietre are up.


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

The young Kellid mutters unintelligible words under his breath, then touches a subtly glowing hand to the bared fangs of his companion.

"Now go bite something!" he says pointing at the nearest undead.

Lawdrak casts Magic Fang on Sharpmaw's bite attack.


Ac19/13/16 hp4/23 frt+5,Rfx+8,Wll+4 Init+3 Perc+8, scent

With a hiss, Sharpmaw darts toward the zombie and snaps his jaws at it.

1d20 + 4 ⇒ (9) + 4 = 13
1d8 + 4 ⇒ (5) + 4 = 9

Grand Lodge

Sharpmaw stomps over toward one of the zombies, taking a large, disgusting bite out of the undead creature.

Estietre is up. Followed by the zombies.


Ac19/13/16 hp4/23 frt+5,Rfx+8,Wll+4 Init+3 Perc+8, scent

*ptewie!*


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

Mum moves to the top of the stairs and loads her crossbow.

Grand Lodge

As Estietre loads her crossbow, two of the zombies, hungry for flesh, grab and claw at Dereje while a third lurches toward him. The agile paladin is able to avoid the attack of one of the undead, but is struck heavily by the one coming up on his side.

Meanwhile, the zombie Sharpmaw took a chunk out of, unsuccessfully tries to repay the favor.

DM Rolls:

Blue Zombie Slam @ Dereje: 1d20 + 4 ⇒ (10) + 4 = 14
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Green Zombie Slam @ Dereje: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 4 ⇒ (4) + 4 = 8

Red Zombie Slam @ Sharpmaw: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Dereje takes 8 damage. The entire party is up.


INACTIVE - GAME DIED

Mizu tries to finish off the zombie that was previously shot by Dereje.

Katana attack: 1d20 + 3 ⇒ (13) + 3 = 16
Katana damage: 1d8 + 1 ⇒ (1) + 1 = 2

This time, her swing is much more accurate - but barely felt.


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Seeing the zombies lined up for her, Adara summons forth fire to engulf her gloved hands. Rushing to the side of Dereje, she thrusts both of her flaming arms forward and releases the torrent of heat towards the rotting corpses.

burning hands: 1d4 ⇒ 2

The three zombies (Blue, Orange, & Green) each get a reflex save DC 14 for 1/2 damage, but if they fail they catch fire for 1d4 rounds taking 1 damage for each of those rounds.

Spell and Oracle sources:
PRD wrote:

burning hands

Range 15 ft.
Area cone-shaped burst
Duration instantaneous
Saving Throw Reflex half; Spell Resistance yes
A cone of searing flame shoots from your fingertips. Any creature in the area of the flames takes 1d4 points of fire damage per caster level (maximum 5d4). Flammable materials burn if the flames touch them. A character can extinguish burning items as a full-round action.
PRD wrote:
Burning Magic (Su): Whenever a creature fails a saving throw and takes fire damage from one of your spells, it catches on fire. This fire deals 1 point of fire damage per spell level at the beginning of the burning creature’s turn. The fire lasts for 1d4 rounds, but it can be extinguished as a move action if the creature succeeds at a Reflex save (using the spell’s DC). Dousing the creature with water as a standard action grants a +2 bonus on this save, while immersing the creature in water automatically extinguishes the fire. Spells that do not grant a save do not cause a creature to catch on fire.

Grand Lodge

@Adara: Are you casting defensively? If so, give me a roll.

Two of the zombies catch fire, including the one badly damaged by Mizu and Dereje.

DM Rolls:

Reflex Blue: 1d20 + 0 ⇒ (1) + 0 = 1 1d4 ⇒ 4
Reflex Orange: 1d20 + 0 ⇒ (20) + 0 = 20
Reflex Green: 1d20 + 0 ⇒ (6) + 0 = 61d4 ⇒ 4


Male Human Paladin 4/Gunslinger 1 | HP 43/43 | AC 18, T 14, FF 14 | Fort +10, Ref +10, Will +7 | CMD 18 | Init +5 | Perception +6 | Grit 3/3 | LoH 4/4

Caught off-guard by the sudden attack, Dereje hisses through his teeth and reflexively lashes out at his attacker, leaving a shallow cut. It takes a moment for the fact that the zombie in question is on fire to sink in.

After making his attack, the paladin then takes a step back.

Cutlass Attack vs. Green: 1d20 + 2 ⇒ (17) + 2 = 19
Damage: 1d6 + 1 ⇒ (1) + 1 = 2


HP 30/30 | AC 15 T 12 FF 13 CMD 15 | Fort +2* Ref +4 Will +4 | Init +3 | Per +2 | CL 4 | v. SR +4 | Conc +10 | Spell Save DC 14+ | Spells 1st: 7/7, 2nd: 4/4 | Suli 1/1 for 4R | ToF 7/7

Defensive casting v. DC 17: 1d20 + 4 ⇒ (15) + 4 = 19

Completely forgot I would be drawing an AoO! Here's the roll. :)


Human (Kellid) Saurian Shaman Druid 5 ac (16/11/16) Init+0 Percep+10 fort+6,Rfx+2, Will+9 hp 33 of 33

Lawdrak flinches as he hears the heavy blow slam into Dereje. He scurries across the rotting deck, hand outstretched, and lays a healing hand on the paladin.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5


Ac19/13/16 hp4/23 frt+5,Rfx+8,Wll+4 Init+3 Perc+8, scent

Lawdrak dodges about, head twisting from side to side, then darts in and bites at the zombie again.

really aggressive nibbling: 1d20 + 4 ⇒ (16) + 4 = 20
1d8 + 4 ⇒ (4) + 4 = 8

Grand Lodge

Lawdrak does his best to heal the injured paladin while his faithful companion removes the head of the zombie in front of him.

Estietre is up. Sharpmaw has a move action remaining if you would like to do something with it.


Ac19/13/16 hp4/23 frt+5,Rfx+8,Wll+4 Init+3 Perc+8, scent

Making sneezelike spitting sounds, clearing his mouth of the foulness he had been biting, Sharpmaw runs toward the remaining fight.


human wizard (spirit whisperer) 5 ~ HP: 30 ~ AC:13 Tch:12 ff:11 ~ CMD 13 ~ Fort:+4 Ref:+5 Will:+6 ~ Init:+6 Per:+2

After scooting over behind barrels, Mum aims and fires at the zombie not adjacent to an ally.

lt xbow vs orange: 1d20 + 2 ⇒ (3) + 2 = 5

Grand Lodge

Estietre's shot sinks into the hold's floor, falling short of her intended target.

DM Rolls:

Blue Zombie Slam, Mizu: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 4 ⇒ (6) + 4 = 10

Orange Zombie Slam, Dereje: 1d20 + 4 ⇒ (20) + 4 = 24
Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Green Zombie Slam, Adara: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 + 4 ⇒ (2) + 4 = 6

Confirm Orange Zombie Slam?, Dereje: 1d20 + 4 ⇒ (10) + 4 = 14
Extra Damage: 1d6 + 4 ⇒ (1) + 4 = 5

The lone remaining zombie that is not ablaze shuffles forward and tears into Dereje's flesh. The most badly damaged creature flails at Mizu unsuccessfully, while another claws at Adara, leaving long finger width gashes in the oracle's already withered arm.

Dereje just barely avoids a critical hit and takes 7 damage. Adara takes 6 damage. The party is up. (Yes I have account for the burn damage the two burning zombies take this round.)

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