DaJelly's RotRL

Game Master DajellyMan

Straight up PbP run through Rise of the Runelords

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Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

"I would be a prudent course of action, yes." Thalrik said, nodding his agreement. "It lowers the risk of being spotted, and if the alarm does get raised, they wont have eyes above to direct the pursuit."


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

I did not catch your name there, pretty lady?

Kjell looks Idril up and down for a quick second.

…ahhh...sure...to the watchtowers sounds good.

He hefts his great axe and makes to follow Arthur.


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

"What? Oh, I am Idril Ssethan; Pleased to meet you." Idril replied, preening as she curtseyed briefly.
"Perhaps you've heard of me? I was in a production of 'Blood of the Shoanti' in Riddleport, as Princess Razorvine a couple of seasons ago..."


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Naaaaah..If I saw it, I was likely too drunk to remember.


Game Master

should have mentioned earlier:

- Three doors leading out of the courtyard (not including the horses shed). Theres ine to the north which Kjell came theough. One double for in the southwest and a single door in the southeast.

- also in the shed was a saddle beating an inscription reading "Shadowmist, prince if horses"

- fun fact: the tracks you followed in the thistle maze belonged to the horse.

- the horse is a bit timid but calmed down.

- thalrik was easily helped down, and the rope could be used to climb back up if so desired (no roll required in this side).

- the towers are maybe 5 feet from the wall, an have big wide openings on all four sides.

- from the courtyard, you cannot see into the tower. Hopefully the courtyard is also obstructed from view from the towers.


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Idril turns her eyes to the tower.
"Alright then, who goes first; and do we climb the tower or jump from the wall?"


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

None of the above, i suggest we get inside the structure, our pressing objectives are to rescue the ranger and kill the person in charge.


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Is everyone healed fully after that last channel? Is the horse healed fully? If we leave the horse here until we comeback, there is enough room for it to defend itself if the goblins come. Also if the goblins come, as they are quiet now, should we be able to hear them fighting the horse from a distance, right?

[ooc]One more question, When we came over the wall, could we make any determination of there the doors lead to?

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects:


Game Master

the horse isn't 100% but he's in good shape. You could probably hear loud fighting from the top level of the fort but not the underground parts.. And regarding the doors, sure! You can tell they lead south and into thistletop fortress ;p there a roof so, can't really tell more than that.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Well, where to all?


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

"One door is as good as another with the information available." Thalrik muttered, looking from one to the next. "I shall leave that decision to the person going through first."


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Lead the way, Arthur, unless you want me to?


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Glancing at the men in disgust, Idril marches to the North door and shoves/yanks it open.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Hmph...

Kjell does not wait for Arthur when Idril heads to the North door. He unsheathes his Axe and walks through.

Perception: 1d20 ⇒ 20


Game Master

so the door Kjell came through?

The door opens into a long hallway that leads straight to a large stone staircase that leads down to the next level of the fortress. One door by the staircase hangs ajar. Behind it appears to be an empty closet. It would appear that this way leads to downstairs and only downstairs and completely circumnavigates anything that may be up on this level.


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Idril shakes her head.
"Nope! We take this one last."
She goes to the SW door. She shoves/yanks it open.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Arthur will follow


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Right, this is where I came up.

He follows Idril to the next door and heads inside.


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Fraadok retrieves some dried fruit from his rations and speaks to the horse once more while feeding him before following the others to/through the SW door.

"Jeg vil være tilbake for deg Great One. Da kan vi kjøre på de åpne steppene sammen."

Shoanti:
"I will be back for you Great One. Then we can run on the open steppes together."


Game Master

Well, it took a few days and some epic wiring, but I finally got Internet at my dad's and thus for me! I'm in AZ another week, and will still be with family here and there, but I have a laptop now!

The proud horse gives a snort and stamps its approval. It seems it will wait for you until you come back. If you spoke horse, along with Shoanti, you would realize this horse has dedicated its life to you, Fraadok.

Realizing that it was probably best to see what is upstairs before heading downstairs, Idril flings upon the southwest door, finding it, surprisingly unlocked. (Goblins aren't very good at... thinking.)

The door opens into a short, ten x ten hallway that ends in a set of other double wooden doors. These doors also are unlocked. This opens up to a room in which an open flight of stairs winds up to a trap door in the ceiling, thirty feet above.

It would seem you have stumbled into the bottom of one of the watch towers. Another set of double doors opens to the east. You can hazard a guess, based on what you saw up on the roof, that these doors open to a room near or exactly at the front entrance.


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

A watch tower! Excellent...
Eyes sharp, Idril moves quietly forward through the doors, over to the stairways leading up and climbs them until she reaches the trap door in the ceiling. She listens carefully for any sound on the other side of it.
Stealth: 1d20 + 7 ⇒ (7) + 7 = 14
Perception: 1d20 + 3 ⇒ (1) + 3 = 4
At this point she looks around to see if the others followed her.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

arthur weapon in hands follow idril...


Game Master

Idril creeps ahead silently up the stairs while Arthur leads the party up behind her. Peeking through the trap door, you can see a small guard room situated up here, with a couple chairs and a table.

Interestingly, the ground appears to be covered in fresh pickles. Following the pickle trail leads to an overturned barrel, besides which sleep two bloated looking goblins. They appear completely passed out and unaware of anything. Good ol' goblins, getting full on pickles and taking a nap just when you need them to!


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Arthur will simply Coup de Grace them in silence...


Game Master

Go ahead and make a stealth check. (and remember your armor is wooden now, reducing the ACP)


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Stealth: 1d20 + 1 ⇒ (17) + 1 = 18


Game Master

Arthur, gently makes his way past Idril, club at the ready. He gives her a slight nod and then as stealthy as a creeping vine, makes his way over to the snoozing gobs. With a flash, he bops them both on the head. Well, its more than a cracks their skulls open and leave them dead and bleeding into the pickle barrel.

Besides the pickles and a few crude goblin weapons, nothing too exciting is up here. Though through the openings, you can vaguely see the courtyard, which is still enemy free, and you can also see into the other watchtower. Where about 10 minutes ago there where a few goblins playing cards, the tower is noticeably empty...


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Arthur will move back toward the group and report that the goblins aren't to be seen in the other tower and then starts moving down...


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Kjell stays on Arthur's heels.


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Thalrik followed in silence, the information at hand still not sufficient for him to make an educated decision on where to go next. "Might as well let the others choose."


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

"Well I guess we continue through the other double doors, yes?"


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Idril hesitates as she spots the unconscious goblins, and she is secretly relieved that Arthur took the lead in killing them.


Game Master

The party hurries back down from the tower and through the double doors, which are thankfully (strangely) unlocked. They open into a short hallway ending in another set of double doors. All along the floor, you notice a trail of greenish vinegary liquid, leading to a door in the middle of this hall. The door opens into what appears to be a food storage.

This storeroom is half-filled with crates, barrels, and sacks of grain. A small hole has been drilled into the lower side of one of the barrels, allowing pickles and brine to drain out of giving the room a singular stink of vinegar.

The next set of double doors also open easily into what you assume is the main room of the fortress, or at least the entrance. The floor of this room is hard-packed soil, as if the builders either ran out of lumber after building the walls and roof, or as if they simply never thought about building a floor. A number of poorly preserved horse and dog heads are mounted along the eastern wall, while along the southern wall hangs a pair of large black-feathered wings tacked to the wall with daggers.

To large double doors stand in the southeast, and these appear to be the entrance/exit to the fort. A hallway extends to the northeast and three separate doors.

The most interesting feature of the room, however, are the 8 goblins standing in the hallway, weapons drawn, and an evil glint in their eye. Two of these goblins bear the badges of officers, and they appear to be guarding the hallway from something: probably you.

Goblin Init: 1d20 + 6 ⇒ (8) + 6 = 14
Goblin Commando Init: 1d20 + 3 ⇒ (8) + 3 = 11

Thalrik: 1d20 + 6 ⇒ (4) + 6 = 10
Arthur: 1d20 + 4 ⇒ (20) + 4 = 24
Idril: 1d20 + 3 ⇒ (5) + 3 = 8
Fraadok: 1d20 + 1 ⇒ (18) + 1 = 19
Kjell: 1d20 + 3 ⇒ (18) + 3 = 21

Alright, heroes go first, post round 1 actions! Still unable to make a map myself, but I sent an email off to see if we can't get one made up here asap.


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

round 1

Arthur will cast a Shield of Faith spell and point his weapon as the lead goblin wearing a badge and move up close to him (30ft)

Current AC 22


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Round 1_____

Standard: Idril casts Vanish, twirls, then disappears. (Invisible).
Move: She moves 30ft. as quickly and quietly as possible to the goblins backfield.
Stealth: 1d20 + 7 ⇒ (3) + 7 = 10 Perhaps she should have taken all that jewelry off first.


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Round 1

Fraadok cast Bless (50' Burst) and then moves forward 20', longspear at the ready.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Bless (+1 morale Attack and vs Fear), 3 min


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Round 1, Charge (AC: 18), Power Att, Furious Focus, Overhand Chop, Blessed, Flat Footed Enemy

Kjell will charge the biggest and baddest of the lot with his Axe raised high over his head and sweeping down in a viscious chop.

GA Att: 1d20 + 9 + 2 + 1 ⇒ (16) + 9 + 2 + 1 = 28
GA Dam: 1d12 + 6 + 6 + 3 ⇒ (8) + 6 + 6 + 3 = 23


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Idrils Stealth roll it 30. Invisibility grants a +40 to stealth while standing still, +20 while moving.

Standing his ground, Thalrik lobbed some acid once more, firing at an unengaged goblin.

Acid Splash Touch Attack: 1d20 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Acid Splash Damage: 1d3 ⇒ 2


Game Master

Round 1

Arthur- invokes the power of The Green and casts a shield of faith spell upon himself. He then motions with his club at one of the goblin commandos, and then, without a word, rushes to crush him.

Kjell- targets one of the goblin commandos, hiding behind a line of goblin grunts. Knowing he will have to cut his way to the leaders, he charges forward with his mighty Great Axe, cutting one of the goblins straight in half!

Cleave?

Fraadok- says a silent prayer to Pharasma, and the goddess responds by gracing the party with her blessing. He then readies his spear and steps towards the ensuing fray.

Thalrik- Attempting to pick off one of the goblins, he throws a glob of acid at one of the outer goblins, but he just barley misses, leaving a steaming spot against the wall behind the goblins head.

Idril- gives a sensual wink and a twirl, and then blinks out like a star behind a cloud. Unseen in her invisible form, Idril gracefully moves behind the goblin troops.

___________________________

Goblins- Surprised at witnessing the gypsy disappear, one of the goblin commandos yells out: "Watch out troops! We can't see her, but we can't let that dirty gypsy get into the throne room! Guard the doors! Kill them all!"

The two commandos each reach for strange looking flasks on their hips, give each other a 'cheers' and then gulp down a vile looking liquid. Their eyes seems to smolder behind their eyes as a wicked grin creeps across their faces.

"ATTACK! DON'T LET THEM DISTURB CHIEF RIPNUGGET!"

The six goblin grunts rush forward at the party! Three of them slash at Kjell with their sharp goblin shortswords, one of them manages to graze him, just missing his neck, and dealing 4 damage!

Two goblins step up at Arthur, but the Green protects its champion, and none of the attacks manage to land.

gob rolls:

Attack vs Kjell: 1d20 + 2 ⇒ (6) + 2 = 81d4 ⇒ 4
Attack vs Kjell: 1d20 + 2 ⇒ (17) + 2 = 191d4 ⇒ 2
Attack vs Kjell: 1d20 + 2 ⇒ (20) + 2 = 221d4 ⇒ 4

Attack vs Arthur: 1d20 + 2 ⇒ (16) + 2 = 181d4 ⇒ 3
Attack vs Arthur: 1d20 + 2 ⇒ (11) + 2 = 131d4 ⇒ 3

confirm crit: 1d20 + 2 ⇒ (2) + 2 = 41d4 ⇒ 3

Round 2, fight!


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Absolutely Cleave, but I was not aware of positioning without a map. I did not want to assume that the opportunity was there.

Cleave GA Att: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Cleave GA Dam: 1d12 + 6 + 6 ⇒ (1) + 6 + 6 = 13


Hp 79/79 AC 21 (-1 Perc; +2 Init; Fort +5, Ref +6, Will +7)

Round 2

Pa Club : 1d20 + 7 + 1 - 1 ⇒ (17) + 7 + 1 - 1 = 241d6 + 6 ⇒ (3) + 6 = 9 Vs the goblin boss

current AC 22


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Round 2_____ Init: 8

Move: Idril moves (Invisible) to the goblin's backfield, up to 30'.
Stealth: 1d20 + 7 + 20 ⇒ (10) + 7 + 20 = 37

Standard: Attacks a goblin from behind (sneak attack).
Bladed Scarf Sneak Attack vs. FF AC: 1d20 + 5 ⇒ (3) + 5 = 8 for a possible 1d6 + 4 + 1d6 ⇒ (3) + 4 + (1) = 8 slashing damage.


Game Master

Kjell, Fraadok, and Thalrik, you all still have round 2 actions. Sorry, still no map, I've been bone tired today with all the traveling. Will try and get it done soon.


Two Handed Fighter/4; AC: 21; HP: 47/47; F: +6, R: +4, W: +1; Init: +3; Perc: +1

Round 2,Power Att, Furious Focus, Overhand Chop, Blessed

Kjell will continbue wading towards the leaders, chopping down gobbies as he goes.

GA Att: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
GA Dam: 1d12 + 6 + 6 + 3 ⇒ (9) + 6 + 6 + 3 = 24

Assuming that hits and Cleave is again an option.

Cleave GA Att: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Cleave GA Dam: 1d12 + 6 + 6 ⇒ (7) + 6 + 6 = 19


Male Half-elf Wizard 3
Stats:
HP: 26, Initiative: +4, Perception: +9, Sense Motive: +7 AC: 12 (T: 12, FF: 10), CMD: 13, Fort: 4, Refl: 4, Will: 7

Flustered with his consistently poor aim, Thalrik performed yet another acidic kamehameha.

Acid Splash Touch Attack: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21

Acid Splash Damage: 1d3 ⇒ 1


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

ROund 2

Fraadok closes the distance and drives his spear forward towards a goblin.

Not sure if I can charge or not.

Longspear: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 19 +2 if charge
Damage Longspear: 1d8 + 4 ⇒ (8) + 4 = 12

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Bless (+1 morale Attack and vs Fear), 3 min


Game Master

Round 1:

Round 1

Arthur- invokes the power of The Green and casts a shield of faith spell upon himself. He then motions with his club at one of the goblin commandos, and then, without a word, rushes to crush him.

Kjell- targets one of the goblin commandos, hiding behind a line of goblin grunts. Knowing he will have to cut his way to the leaders, he charges forward with his mighty Great Axe, cutting one of the goblins straight in half! His axe continues on, cutting into another gob and dropping it to the ground dead.

Fraadok- says a silent prayer to Pharasma, and the goddess responds by gracing the party with her blessing. He then readies his spear and steps towards the ensuing fray.

Thalrik- Attempting to pick off one of the goblins, he throws a glob of acid at one of the outer goblins, but he just barley misses, leaving a steaming spot against the wall behind the goblins head.

Idril- gives a sensual wink and a twirl, and then blinks out like a star behind a cloud. Unseen in her invisible form, Idril gracefully moves behind the goblin troops.

___________________________

Goblins- Surprised at witnessing the gypsy disappear, one of the goblin commandos yells out: "Watch out troops! We can't see her, but we can't let that dirty gypsy get into the throne room! Guard the doors! Kill them all!"

The two commandos each reach for strange looking flasks on their hips, give each other a 'cheers' and then gulp down a vile looking liquid. Their eyes seems to smolder behind their eyes as a wicked grin creeps across their faces.

"ATTACK! DON'T LET THEM DISTURB CHIEF RIPNUGGET!"

The six goblin grunts rush forward at the party! Three of them slash at Kjell with their sharp goblin shortswords, one of them manages to graze him, just missing his neck, and dealing 4 damage!

Two goblins step up at Arthur, but the Green protects its champion, and none of the attacks manage to land.

Round 2

Arthur - attacks back at the goblins in front of him, bashing one upon the head with his club, leaving its lifeless bodily eerily twitching on the ground.

Kjell - continues his onslaught as he takes a step towards the commanders, cutting one in two with his greataxe, allowing the blow to continue and cut down another goblin grunt!

Fraadok - lunges forward with his spear, gutting a goblin upon it and sending its pitiful soul to Pharasma's boneyard.

Thalrik - finally scores a bit of luck as he lobs a glob of acid at the goblin still threatening arthur, nailing it square in the forehead for 1 damage!

Idril - thankful she had the forethought to get behind enemy lines, so to speak, Idril lashes out with her bladed scarf, but it whooshes over the goblin commander, causing a strange disembodied whirl of sound, utterly freaking him out.

__________________

Gobs - With their troops waning, the goblins fling open the doors behind them and retreat to the room beyond. (full withdraw action).

[b]"RETREAT! BACK TO THE THRONEROOM!

______________

MAP

round 3!


Female Human (Chelaxian) Dervish Dancer | AC 15 (T13 FF12) CMD14 | HP 10/10 | Saves F1R5W0 | Percep -2 | Init: +3 | Battle Dance: 6/6 | Status: OK

Round 3_____ Init: 8

The Vanish times out and Idril becomes visible again.

Move: Idril moves to contact the nearest goblin's backfield.

Standard: Attacks a goblin from behind (sneak attack).
Bladed Scarf Sneak Attack vs. FF AC: 1d20 + 5 ⇒ (13) + 5 = 18 for a possible 1d6 + 4 + 1d6 ⇒ (2) + 4 + (1) = 7 slashing damage.


Human (Shoanti) Cleric, Hp 36/36 AC 19/11/18 (+3 Perc; +1 Init; Fort +5, Ref +2, Will +7; CMD 17)

Round 3

I think based on the description for the rounds, the goblins moved through the double doors to the north.

Fraadok, moves forward and stops to brace his Longspear incase the goblns come charging back.

Move to N15, Brace Longspear for coming charge.

_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
On Going Effects: Bless (+1 morale Attack and vs Fear), 3 min


Game Master

Once everyone moves into the room, I will describe it and update the map. I'll assume that everyone is wanting to head in there, but due to the nature of the fight, I'd rather not bot you in if you have other ideas...

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