DM waz up's tale of the adventurer (Inactive)

Game Master william Nightmoon

Astril, the land of the greats. it is the year 364 in the second era. the gods have just finished the ten-thousands war, a conflict that shook the prime material plane and caused the destruction of several lesser planes.
you are a farmer, a mercenary, a student, or perhaps just an unfortunate slave. things turn to your favor, or out of it, and you are sent on a journey to discover your fate!


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Sovereign Court

game master

Sir Leon looks taken aghast by this. are you sure? My, if this is true then we have a problem... there must be a mole in the town. please, I must ask you to keep this a secret, for only us and no-one else, for it may cause trouble.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

"We were investigating the disappearance of a woman. We ran into some kobolds of which we took into custody. We left them with the town guard and then next we were called back to find the guard and the kobolds slain. The guard had his brains taken out. Their murderer climbed out of the window when the deed was done. Apparently their murderer might have collected something called the quintessence from the guards brain. Silva gave me this rod down here to detect sources of the quintessence. It's useful to her research, but she asked me only to bring her non living sources."


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

Meg will fix his hair, looking around the room a little.

"I agree with you, is there someone in town that you can think of? The Lt is out of town apparently inspecting his men to the north and I was going to tell him first but I guess we lucked out and got to talk to you. I did talk with the desk sgt at the barracks today about this as well, not in great detail though."


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Zimul shakes his head.

"I don't see any other leads except the tunnels, John, Harley, Thomas and the abandoned mines. I'd like to go back to fully explore the tunnels, but maybe looking for the rest may be more productive. I think River told us all she knew about those Thoon cultists."


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Tindertwig's voice comes from the floor in a high shrill and loud voice, Secrets, mees guud at dose!

Sovereign Court

game master

sir Leon nods. Yes this was suspected.

he listens to you sugest actions. I'll have my best men make sure the tunnels are safe to enter... I suggest you search the mine you mentioned. The... quintessence... it may bee the key to this mystery. If this cult is interested in the mine then it might be a great source of this liquid. And that means that we are in their way... quickly get over there and investigate. I'll give you some equipment for your trip, courtesy of the emporer.

He leads you to his personal armory, where he has done weapons and armor for you.

The party may choose from the following: a masterwork lt crossbow, mw. longsword, mw. Heavy mace, mw. Lt. Steel shield, mw. Chain mail, mw. Chain shirts, or 200gp of the following potions: cute light wounds, longarm, true strike, or repair light damage.

Each of you picks one of the options


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

if i can pick... 4 RLD =^^=

-Posted with Wayfinder


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Zimul takes 2 potions of repair light damage, 2 potions of cure light wounds.

"Thank you. There's a nasty haunt that sill turn you against each other, that seems to be triggered by insufficient light. Make sure everyone goes around with a lit torch. Also the place might not be structurally sound, so be careful." He tells Sir Leon.

"Lets head off to the abandoned mines, then." He tells the party.

Armor just gets in my way lol


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

if they come get Gyro

"Back to the mine again? This aught to be fun..." he chuckles

-Posted with Wayfinder


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Tindertwig yells, Presents!

After trying on everything, the little goblin ends up taking 4 potions of cure light wounds.

Too big, but mees likes the drinks


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Zimul picks up Gyro on the way to the mines.


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

Meg will take potions as well, 2 long arm and 2 true strike.

2 to use and 2 to get the recipe from.


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

After happily grabbing the potions, the excited little goblin runs out of the building toward Gyro's workshop.

Yelling the whole way there, Gyro! Wees be goins adventures!


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

"I heard Twigs. Im also just grabbing my kit. Never know what we will face down there... especially after last time"

-Posted with Wayfinder

Sovereign Court

game master

Mysterious rolls:

2d10 ⇒ (6, 5) = 11
1d100 ⇒ 57
...
1d20 + 16 ⇒ (12) + 16 = 28

1d20 + 11 ⇒ (6) + 11 = 17
1d20 + 7 ⇒ (9) + 7 = 16
1d20 + 8 ⇒ (12) + 8 = 20
1d20 + 0 ⇒ (13) + 0 = 13

it is a day's travel to the mine. the first few hours of the trip are uneventful, however on the 4th hour you come upon a broken wagon. the skeleton of a horse lies on the ground in front of the cart, it has been here for a while.

the forest here is darker than normal. the canopy of the trees block the sun.


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

"This is omonous... I do not know how things work. But surely a skeleton doesnt just happen over night? " he turns to the group with this question

-Posted with Wayfinder


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Tindertwig stares at the wagon and horse remains as the group approaches.
The little goblin begins to creep around the parameter, searching for tracks of any predator that may have been here.
survival tracking: 1d20 + 7 ⇒ (20) + 7 = 27

Sovereign Court

game master

Rain has washed away any tracks, seems like no-one has been here for a while. Tndertwig finds some broken arrows on the ground near the wagon.

The horse is the only skeleton visible. There are no other bodies near by.


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

"I would say either there are some very good predators that picked this clean or it has been here a while? Gyro your a local, is this road well traveled?"


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Zimul casts light on his armor. "The sooner we start investigating, the sooner we'll know what really happened."

HEAL-how did horse be become skeleton: 1d20 + 3 ⇒ (18) + 3 = 21

Goldoth is with us, right?


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

will have to wait on GM before i can answer in character

-Posted with Wayfinder


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

Sorry, busy week at work. Goldoth will take the masterwork chainmail armor. And I assume he and Alitas are both with the party. I'll prod Alitas after work today.


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Tindertwig excitedly collects all the arrows and brings them to Gyro.

Lotsa neat stuff!

Sovereign Court

game master

@gyro, this road is unknown to you, you Imagine it isn't too traveled, but the ground looks like it is occasionally used.

@Zimul: the horse is covered in a series of bite marks. something with sharp teeth did this. the marks look rather Jagged, possibly goblin or something primarily carnivorous with uneven teeth.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

"We have something with lots of teeth people. Probably a carnivore. Keep an eye out."

With that, Zimul heads to the abandoned mine.


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

quick look around: 1d20 + 7 ⇒ (8) + 7 = 15

Meg will follow him, a few components in hand just in case something decides to come and attack.

Sovereign Court

game master

@meg: As you glance around you spot a clean shining blade lieing on the ground near a tree to your left. the blade is sitting out in the open. when checked the blade emits a light aura of magic, but it could not be determined before the attack what it does exactly. the blade is a scimitar.

the trail grows colder the farther you go along. something is wrong. this is far too cold for the time of year. You notice the movement to your left, as the bushes stir. you turn to see a pair of zombies shamble out. behind them is a withered man, his eyes glowing a vile red. He is hunched over, and in some armor that was probably finely made in life. Kill! Murder! Eat them! it says.

Rolls:

Init:meg: 1d20 + 3 ⇒ (7) + 3 = 10
Init:Zimul: 1d20 + 2 ⇒ (7) + 2 = 9
Init:Gyro: 1d20 + 1 ⇒ (13) + 1 = 14
Init:tindertwig: 1d20 + 7 ⇒ (3) + 7 = 10
Init:Goldoth: 1d20 + 1 ⇒ (3) + 1 = 4
Zomibes: 1d20 + 1 ⇒ (19) + 1 = 20
undead warrior: 1d20 + 6 ⇒ (6) + 6 = 12

order:Zombies, gyro, undead warrior,rest of party

Sovereign Court

game master

the Zombies shamble forward and lunge at Zimul and Goldoth

Zombie A: 1d20 + 4 ⇒ (5) + 4 = 9@Zimul
Zombie b: 1d20 + 4 ⇒ (18) + 4 = 22@Goldoth

the Zombie who lunges at Zimul Flails blindly and Zimul can easily dodge.

however the one attacking Goldoth isn't so uncoordinated. it strikes Goldoth

Dmg on goldoth: 1d6 + 4 ⇒ (5) + 4 = 9 taking a hard hit

Gyro up

you are in a line in this order, under assumption: goldoth, Zimul, Gyro(either here or at the back, whichever you thing would be better) tindertwig, alitas, and Meg in the back


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

Gyro will try to end the zombie's unlife, swiping at it with his weapon

Swing!: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d10 + 7 ⇒ (8) + 7 = 15

-Posted with Wayfinder


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Please post our init order.


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

He did Zimul...lol.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Arghs. I don't look at rolls in spoiler type boxes


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Me neither. He posted them as ooc at the bottom. Oops, that's marching order. My bad...lol.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

We both failed our spot checks - I blame 6 am in the morning :P

order:Zombies, gyro, undead warrior,rest of party


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

How close am I to this blade? Can I pick it up?


Male Elf Bard 1

Is the undead warrior armed? Also the DM didn't roll my initiative, so let's do that.

intiative: 1d20 + 5 ⇒ (10) + 5 = 15

Looks like I beat the warrior and Gyro.

Alitas immediately stumbles backwards away from the undead monsters, "Get away! Stay away! Break these decayed limbs that hold us from our destination. Return them to their rest."

moving 10 feet to the right, opposite the zombies, and beginning Inspire Courage. My turn was before Gyro's so add 1 to his attack and damage.

Sovereign Court

game master

@ Meg, it is a few minutes past you taking the blade

gyro pulverizes one of the Zombies, turning it's head to paste, seems like this Zombie wasn't as sturdy as you thought.

the Undead Warrior sees Zimul's Holy symbol and Hisses. Preist! Kill him, He is the biggest Threat! the undead being draws his greatsword and charges Zimul.

Greatsword: 1d20 + 4 ⇒ (16) + 4 = 20

the blade tears through Zimul's robes, and farther into his flesh.
Dmg: 2d6 + 1 ⇒ (6, 6) + 1 = 13 the blow is devastating, had the Thing swung any harder it would have dropped Zimul then and there. how come I never roll like that against my enemies :/

The rest of the party is up


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Tindertwig lifts an arrow to his bow, aims at the undead warrior next to Zimul, and lets fly!

shortbow: 1d20 + 7 ⇒ (19) + 7 = 26
damage: 1d4 + 2 ⇒ (2) + 2 = 4

Tht's bees mees friend!

Rippit!

Wees friend!


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

Meg will whip up a concoction and drink it back quickly, his own muscles buldging and growing just slightly. Mutagen +4str, -2 Int, +2 nat armor for 10 minutes.

Drawing his long sword as he moves up he swings it at the closest zombie.

long sword: 1d20 + 4 ⇒ (1) + 4 = 51d8 + 3 ⇒ (6) + 3 = 9


Warforged
Vitals:
HP 25/25; AC 22, FF 21, T 11, CMB +5(+8 Sunder); CMD 17 920 vs sunder) ; F 6, R 1, W 1; Perception +7, Init +1
Skills:
Acrobatics -4 (-8 to jump), Climb +4, Craft (blacksmith) +6 (+8 to repair a warforged.), Knowledge (engineering) +9, Linguistics +3, Perception +7

Gyro feels he needs to end the one commanding these lifeless corpses.
if he can move and attack the commander. He will otherwise he will cut a way to the thing

Swing!: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
Shlick: 1d10 + 7 + 1 ⇒ (5) + 7 + 1 = 13

-Posted with Wayfinder


Medium Male Humanoid (Orc) | Fighter 2 | Theme Song

GM Only:
|
|
V

Recognize that the zombies are not alive (DC 5?)
Wasn't sure whether to use Heal or Perception. If the latter, I have an additional -2 penalty from a trait.
roll + ability
Heal: 1d20 - 3 ⇒ (6) - 3 = 3
Not that it's gonna matter, failure across the board. Gonna go for the skellington, then.

Goldoth ignores the fleshy thing clawing at him, instead bring the full bear of his axe down upon the spoopy skellington (which even Goldoth realizes is not a living creature).

Attack Undead Warrior
roll + ability + base + competence
Attack (Greataxe): 1d20 + 6 + 2 + 1 ⇒ (20) + 6 + 2 + 1 = 29

roll + ability + base + competence
Critial Threat: 1d20 + 6 + 2 + 1 ⇒ (17) + 6 + 2 + 1 = 26
Going to assume a 26 hits. All aboard the crit train. Choo! Choo!

roll + ability + competence
Damage (Slashing): 1d12 + 9 + 1 ⇒ (11) + 9 + 1 = 21

roll + ability + competence
Critical Damage (Slashing): 2d12 + 18 + 2 ⇒ (4, 8) + 18 + 2 = 32
CHOOO! CHOOO!

Sovereign Court

game master

the Undead warrior is turned into a fine paste by the Orc, he never had a chance against the Beast of a orc, the Final Zombie is wounded badly, and it seems like it is only standing because its bones are not broken enough

Well gyro would have had to wait for the zombie... but Goldoth just one hit a creature that was a good 2 CR above the party level... the last Zombie is still alive at a meager 2 HP...


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

I love you Goldoth. You're my hero!

Zimul backpedals hastily from the undead warrior vehemence, only for Goldoth to shatter the skeleton to bits with a devastating blow of his axe.

He releases a pulse of holy energy to heal both him and Goldoth.

5 ft, channel positive to heal

channel: 1d6 ⇒ 5

knowledge religion: 1d20 + 7 ⇒ (18) + 7 = 25

Dr on zombie please. Just following the drill

"The zombies are vulnerable to slashing weapons! Use swords or axes!"


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

The little goblin takes a look at his bow, shrugs his shoulders, and fires another arrow.

shortbow: 1d20 + 7 ⇒ (8) + 7 = 15
damage: 1d4 + 2 ⇒ (4) + 2 = 6

Wees be the bestests!

Rippit!


crunch:
Elf Alchemist; HP 12/12 | AC 16 | T 13 | FF 13 | CMD 14 | Fort +2 | Ref +6 | Will +1 | Init +3 | Perc +8
Per Day:
Bombs 6/6 Extract 1st 3/3

Meg will step up to the next zombie and swing again

long sword: 1d20 + 4 ⇒ (4) + 4 = 81d8 + 3 ⇒ (1) + 3 = 4

Swinging wide again, Meg looks at his long sword "I was never cut out for this really"

Sovereign Court

game master

@zimul: the skeleton was not a skeleton, it had too mush skin to be that, you note that it used to be a wight... that was until Goldoth pulverized it.

the last Zombie goes down, it's broken limbs unable to sustain it's un-life any longer.

you now are safe from the dead, the three un-living things now lie on the ground, their un-life fading away... the Wight's Greatsword glints in the shade, it appears much newer than the rest of the stuff.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Zimul extends his magical senses towards the greatsword.

Take 10, total 18 for spellcraft.Magical? Also, identify it.

"The greatsword looks pretty well-made, but let me check it out for curses first."


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Tindertwig begins to peer around the room, holding a resisting Dirtbag in front of him.

perception: 1d20 + 11 ⇒ (10) + 11 = 21 +3 traps

Dirtbag good finder!, he whispers.


M Male CN Cleric (Bacchus) 3 | HP 25/25 AC: 16 (11Tch, 15Fl) | CMB: +1; CMD: 12| F:+ 5, R: +3, W: +7; | Init: +3 | Perc: +3, SM: +0 | Speed 30ft | | Spells: 1st 4/4| Spells: 2nd 3/3 | Channels 7/7 Active conditions:

Zimul laughs gently at the goblin. He pats Dirtbag on his cold slimy head. "He might well be, Tindertwig, but how is he going to tell you what he sees. Do you speak toad?"


Male Hero Points: 3/1 Goblin & Lucky Toad Exploration Mode Avoid Notice (Stealth+7) Gunslinger 1 Hp 18/18 AC 18(T), Fort(E) +5, Ref(E) +9, Will(T) +2 Perception(E) +4

Tindertwig looks up, smiling at Zimul.

Watcha means? Dirtbag speaking goblin.

Rippit!, comes an affirmation from the smiling toad.

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