DMummy's Mask

Game Master Elmdorprime

Evil Looms. Cowboy Up. Kill It. Get Paid.

Slave Trenches


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Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

don't be silly. We keep this and sell it when we can get good money for it. Dealing it you aren't breaking my treasure. Now shut it so I can open this door.


Map Undead M Railroad Engineer 13

The doors open into the interior of the house. More sand coats the stone floors, and the tattered remnants of the hangings and furniture are scattered across the ground.

Map.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor scans the room for anything moving in the dark.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

where are we ni the map?


Map Undead M Railroad Engineer 13

J12-K13, in the western doors I thought?

Unless you wanted to go around to the south. I'm trying to shade the map so you have "sightlines" which is why parts of the map are dark and others are shaded.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

No that's fine I just wasn't sure


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth moves in and looks right then left from two steps in the door


Map Undead M Railroad Engineer 13

The general decay seems to extend, and the house has light moving through small, high windows providing faint illumination however a closer examination with your own light source is the only thing to give you more detail, you don't see any movement in the rest of the house at the moment.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth leads the group to the south.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor will follow with his lucern hammer resting on his shoulder.

"Not seeing much here."


Map Undead M Railroad Engineer 13

A large staircase climbs to the second floor from this room. Sand and dust cover the floor, and painted columns stand in all but one of the corners. Pieces of broken wood, shattered pottery, and disintegrating fabric litter the room’s perimeter.

Map with Player Icons


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

let's clear this floor

Rameth leads the way to the north to check that


Map Undead M Railroad Engineer 13

Roll Perception for me.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

1d20 + 8 ⇒ (14) + 8 = 22


Map Undead M Railroad Engineer 13

You spot a number of items that seem to buried partly under the debris in the room.

A silver anklet set with tingy gems and an ankh charm, a tarnished silver serving tray and a small ornate vase are buried near the furniture.

You also see a small gold ring, set with peridots in the far corner.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Rameth gathers them and tosses then into his bag


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Assuming there is nothing left time to take the east passage

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor smiles at the loot and continues to accompany Rameth on the search.

"Now we are gettin somewhere! "


Map Undead M Railroad Engineer 13

Hold your horses there, chief.

The minute you touch the ring in the corner you see a scene unfold in front of you.

The ruins seem to be superimposed with the image of translucent furniture, decorations like potted palm trees and richly upholstered divans that shimmer into existence.

Upon one of the divans a young man clasps the hands of a young woman, and although they speak in Ancient Osiriani you can all understand them both.

“I’m so sorry,” the young man says. “I can’t find the ring I bought you anywhere. I just had it!”

“It’s all right, my love,” the girl replies quietly. “It’s not the right time to tell my family anyway.”

“Come with me, Ariseti! Come across the river where we’ll be safe!”

“Not just yet, darling. My father says we’ll be safe here. You go, and when all this is over, you can come back for me, and we’ll announce our engagement then.”

She pauses, and reaches out to touch the man’s forehead.

“Are you feeling all right? You’re burning up!”

Rameth, please make a Fortitude save.


Map Undead M Railroad Engineer 13

I am logging off for the night, once the Fort save is done I'll describe...the ROOM TO THE NORTH


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

1d20 + 2 ⇒ (10) + 2 = 12 plus 2 if poison

Well that will end badly


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Rameth? Rameth? Rameth mate, why are you turning bluish?! Albus casts detect magic on the objects.


Map Undead M Railroad Engineer 13

Rameth feels a fever come over him instantly as soon as he touches the ring and the scene finishes playing in the room.

Rameth

Spoiler:

With the high fever on you, you can feel your mind moving more slowly.

Damage (Intelligence): 1d4 ⇒ 1

You can make a Save (DC 12) going forward 1/day, 2 consecutive saves cures the fever.


Map Undead M Railroad Engineer 13

As Azubah

By Aroden, you look like a man in the grip of a fever.

He examines you closely.

Heal: 1d20 + 5 ⇒ (17) + 5 = 22

After closely looking at your skin and eyes he appears confident.

Mindfire, I've seen it too many times. A terrible sickness that dulls the wits and leaves the children of Aroden less able to comprehend his divine works.

Fortunately the correct poultices and tinctures can help soothe the inflamed mind.

Rameth, you get a +4 bonus to the next time you roll a save vs. Mindfire.

In a smaller voice you hear Azubah say something to the air.

There, I said it just like you wanted. Now leave me be!


Map Undead M Railroad Engineer 13

After Azubah's examination of Rameth, you head north.

In the room you come to, an enormous stone table, the marble top polished and smooth, runs parallel to the west wall of this large room. A much smaller stone table stands in the east side of the room.

Splintered piles of dust and wood lie in the corners and along the walls - the only remains of chairs after untold years. A strong, fetid stench pervades the room. An open doorway leads east, but your eyes rest on a disturbing tableau on the western table.

Six silver chalices sit on six silver platters, and in each challice sits a polished clean human skull. You get the unnerving sense their empty sockets are looking at you.

I am away from my computer that has MapTools, please let me know the order in which you're approaching the room - the entrance is H13/H14.


Map Undead M Railroad Engineer 13

And because I forgot...

Albus, a faint aura of enchantment exists around the ring that Rameth swept into his bag, along with the statuette that you've already examined.


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

"Such an obscene display! These people must have been absolute heathen."

Thanks for the DMPC. I was out all day yesterday.


Map Undead M Railroad Engineer 13

No worries, glad to have you back.

As you enter the room the skulls on the chalices begin to emit a chilling wail and rise from the chalices to swirl around the table.

Initiative (Albus): 1d20 + 1 ⇒ (13) + 1 = 14
Initiative (Azubah): 1d20 ⇒ 11
Initiative (Dwalindor): 1d20 + 1 ⇒ (18) + 1 = 19
Initiative (Rameth): 1d20 + 2 ⇒ (8) + 2 = 10
Initiative (Monster): 1d20 + 2 ⇒ (9) + 2 = 11

Map.


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

nice!


Map Undead M Railroad Engineer 13

No one wants to fight the flying skulls that glow with ethereal light? They're spooky fun!


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

Religion 1d20 + 7 + 1d6 ⇒ (14) + 7 + (1) = 22


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

Azubah searches his memories for anything that he might have learned about such abominations.

Knowledge (religion)
1d20 + 6 ⇒ (7) + 6 = 13

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor does not like the look of the spooky skull things and half swats at one with his hammer.

Dwalindor CI Lucern hammer,pa: 1d20 + 5 ⇒ (2) + 5 = 7 for dmg: 1d12 + 4 ⇒ (11) + 4 = 15

"Bah!"


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

#%$!
Albus casts shield on himself.
AC 19


Map Undead M Railroad Engineer 13

Knowledge: Religion

Spoiler:

DC 15

The skulls appear to be beheaded: animated mortal skulls that are the result of a curse that impacts humanoids at the time of death. The fact that the skulls don't have any flesh remaining is the result of age or of someone deliberately cleaning the skulls.

DC 20

Beheaded can be endowed with special powers, from the ability to throw elemental attacks or paralyze you with fear.

DM Reminder: Knowledge checks don't cost actions: Rameth and Azubah, don't forget to act after the monsters.

The skulls screech in response to Dwalindor's hammer which passes without impacting any of the skulls; they begin to swarm around him, angling to the attack from all directions.

Attack (Skull 1): 1d20 + 2 ⇒ (4) + 2 = 6
Attack (Skull 2): 1d20 + 2 ⇒ (11) + 2 = 13
Attack (Skull 3): 1d20 + 2 ⇒ (16) + 2 = 18
Attack (Skull 4): 1d20 + 2 ⇒ (9) + 2 = 11

One of the skulls breaks off to attack Rameth, unable to find an approach to Dwalindor.

Attack (Skull 5): 1d20 + 2 ⇒ (14) + 2 = 16

Skull 6 screams and a wave of magical fear pulses out across you. DC 10 Will save for all PC's to avoid being shaken.

Only one of the skulls manages to successfully attack Dwalindor.

Damage (Skull 2): 1d2 ⇒ 1


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

1d20 + 5 ⇒ (15) + 5 = 20 Will

Then he whips out his Swordcane and slices at his foe.

Sword Cane: 1d20 + 5 - 1 ⇒ (1) + 5 - 1 = 5 for 1d6 + 3 + 2 ⇒ (3) + 3 + 2 = 8

missing insanely


Map Undead M Railroad Engineer 13

Rameth, do you get an Attack of Opportunity on the skull moving to an adjacent square?


Male Investigator 7/Barbarian 1
Skills:
Acrobatics +9 Appraise +15 Alchemy +18 Disable+18 Diplo+2 Heal +13 Stealth +13 Perception +17 (19 Traps) UMD+14 Linguistics +11 SoH +8 Spellcraft +15 SM +15 Local +9 Religion+9, Dun +8,nob+8 arcana +9, planes +8, his+8
HP 52/70 CMD +24(26), Fort +8 (-)(+4 poison), Ref +8, Will +8, AC: 21(25)/14(-)/18(24); Inspiration 5/7 Rage 1/6 SPD 40

I was Flat Footed so I wouldn't have gotten one


Map Undead M Railroad Engineer 13

Then it's back to the top of the count.


M Human Dual Cursed Oracle (Ancestors) 3 | HP 21/23 | AC 12 FF 12 T 10 | Saves +3/+2/+7 | init + 0 | Perception +5

Will save
1d20 + 6 ⇒ (4) + 6 = 10

Although he stands in the valley of floating skulls, Azubah fears not, for Aroden stands with him.

After fighting off the urge to run from the unnatural display of ossuarial assault, Azubah swings his morning star at the nearest enemy.

Attack
1d20 + 1 ⇒ (18) + 1 = 19

Damage
1d8 ⇒ 3


Map Undead M Railroad Engineer 13

Azubah's smash into one of the skulls causes it to fly back. It's still moving but the fire surrounding it flickers dimly compared to its fellows.


Map Undead M Railroad Engineer 13

New Map.

Wanted to put up a closer map for you guys.


Magus lvl 6 [ HP 41/52 | AC16+4=20 T11 FF15 | CMD 19 | F +8 R +4 W +6 (+2 ench/fear)| Init +5 Per +9/Fam +9]

Swinging his blade with magic and might Angel Eyes cuts deep into the floating skulls.
Attk: 1d20 + 6 + 1 - 2 ⇒ (12) + 6 + 1 - 2 = 17
Dmg: 1d10 + 4 + 1 ⇒ (6) + 4 + 1 = 11

Castinf Def DC15: 1d20 + 8 ⇒ (10) + 8 = 18
Brand Spell Spellstrike: 1d20 + 6 + 1 - 2 ⇒ (17) + 6 + 1 - 2 = 22
Dmg: 1d10 + 4 + 1 + 1 ⇒ (9) + 4 + 1 + 1 = 15

Swift action: Use arcane poll to grant +1 enhancement bonus to weapon.
Full round action: Full attack with spellcombat/spellstrike.
5 ft step diagonally forward if allowed.

Albus attacks the floating skull above Dwalindor with his first attack, if its dead after it he will attack the one west of Dwalindor with his second attack, if not focus the second attack on it too. If he cant reach it he will take both attacks at the west skull. If the west skull is dead by the end of his attack action Albus will 5ft step to Dwalindor's side.


Map Undead M Railroad Engineer 13

I don't think you can take a 5 foot step because you'd be sharing a square with Dwalindor or Rameth in that case, or out of range if moving to I14.

So the attack goes to the skull in H13, then H12

Also, you need to roll a Will Save (DC 10) to avoid being Shaken for this round and the next 2 rounds! You beat the AC even with shaken however so we can go forward

Albus shatters the skull above Dwalindor and then destroys another with a discharge of magical energy that surges just past Dwalindor's face.

The close nature of the magical attack makes all the loose hair on Dwalindor briefly stick straight out before it falls loose again.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Dwalindor, with his long hammer, would take any opportunity to attack as the skulls approached.

lucern hammer: 1d20 + 5 ⇒ (7) + 5 = 12 for dmg: 1d12 + 4 ⇒ (10) + 4 = 14

"Watch it!" he glares at Albus, or was that a grin?

And then steps into the room away from the crazy magus and swings again.

lucern hammer: 1d20 + 5 ⇒ (14) + 5 = 19 for dmg: 1d12 + 4 ⇒ (6) + 4 = 10


Map Undead M Railroad Engineer 13

Dwalindor's first swing fails to connect on the wildly swarming skulls, but the second connects solidly and it turns to powder.

The remaining skulls are swirl around and begin to attack again Dwalindor again.

Attack (Skull 1): 1d20 + 2 ⇒ (19) + 2 = 21
Attack (Skull 2): 1d20 + 2 ⇒ (13) + 2 = 15
Attack (Skull 3): 1d20 + 2 ⇒ (20) + 2 = 22

This time they are more precise, their teeth managing to crunch down on Dwalindor's armor.

Damage (Skull 1): 1d2 ⇒ 2
Damage (Skull 3): 1d2 ⇒ 11d2 ⇒ 1

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

1 pt of damage after DR?.


Map Undead M Railroad Engineer 13

2 points I think, 1 from Skull 1 and Skull 3 is a crit (natural 20). Hey, they're skulls with teeth, not super monsters.

Scarab Sages

Male Dwarf Barbarian (Invulnerable rager) 14 / Ranger 2 | HP 214/214 DR7/- | AC25 FF19 T13 | Saves +22 /+14/+13 (+4 v spells, +2 v fear, +2 v poison) | init + 2 | Perception +23 Boots 0/12 : Rage 5/37 used {raging hp 261/261 } resist fire/3
raging:
DR6/- | AC23 FF21 T10 | Saves +23 /+12/+14 (+4 v spells, +2 v fear, +2 v poison)

Totally missed the crit. LoL. Ok, adding snapping dentures to the list of enemies, up there with dolls, kittens, scary masks...dentures.Check! :p


Map Undead M Railroad Engineer 13

Basically you need to stay out of junk shops. :)

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