Dungeon Master S's "Curse of the Crimson Throne" (Inactive)

Game Master Chris Marsh

Completed Final Post

  • Grym
  • Sandor
  • Morkeleb
  • Gaius
  • Ferox
  • Odric


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    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    I will update the map as soon as possible. The half orc is in a room other than the one witg the door.

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    Gentlemen, the updated map is here

    The conch shell, so to speak, rests in the hands of the PCs.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Wait... So we looked into the room we can't enter? Awesome. :)

    Dungeon Master: Gaius creeps west up the boardwalk and looks into the next window down.

    If you want a new stealth roll,

    Stealth: 1d20 + 7 ⇒ (18) + 7 = 25


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    So, we can see through the window? Is it a pane of glass, or is it empty? (in other words, do I have line of effect to the half orc from where I am?)

    I can put just the taskmaster to sleep; it will last one minute, assuming it works. If it does not work, though, he will be aware of an attack on his mind and will likely raise the alarm. I suggest Gaius, you check the door on the west side, and the rest of you be ready to go in right away. I'll strike the dock once if the taskmaster does NOT fall asleep, and will strike it twice if he does. are we in agreement?


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    So, you're all proposing we go around to the other entrance?

    Ferox looks over to Gaius.

    Gaius, what do you see? I could only hear one person on the other side of the door. I'd like to hear from Gaius before we make our next move.

    When we do move into that room, Mork, would it make any more sense to use your spell on the children? To eliminate their interference in any conflict. I assume they'd be more susceptible to your magic than the half-orc. I think the group of us can handle one half-orc.

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    The westernmost window is boarded over, but not well. Space between the boards is easy to find. It's a small room, with just a few bunks and no people. Updated battle map


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Thorgrym nods, ready to move in.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Morkeleb, hold off. We don't have access to that room from this exterior door. We have an unknown room to get into. Everybody stay back.

    Gaius motions for Ferox to step back to the west and takes position against the exterior wall of the fishery on the western edge of the door frame. He gently opens the door and softly pushes it open with his foot, dagger at the ready.

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    ...Just as the door does little in the way of providing a solid defense, so to does it do little to help a stealthy opening. With a shrill grind of rusted hinges the door opens. Inside stands Yargin, Gaedran Lamm's underboss. He stands at a wooden desk which sits in one corner of this room, its side preventing the western door from opening all the way. The table is heaped with dozens of slate boards covered with chalk scrawls, while tothe east a cabinet slouches against the wall. To the south, a few moldy boards have been nailed over a door. He turns towards the noise and lashes out to grab a nearly spherical bottle of deep green liquid from the desk. His other hand grabs hold of a wand at his belt.

    Initiative
    Yargin: 1d20 + 1 ⇒ (20) + 1 = 21
    Gaius: 1d20 + 3 ⇒ (9) + 3 = 12
    Morkeleb: 1d20 + 1 ⇒ (15) + 1 = 16
    Ferox: 1d20 + 5 ⇒ (13) + 5 = 18
    Thorgrym: 1d20 + 2 ⇒ (10) + 2 = 12
    Odric: 1d20 + 4 ⇒ (2) + 4 = 6

    New Battle Map at the start of Round 1.

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    Round 1 HP?/? AC ?

    With a snarl Yagrin jumps up, ready for action. He plants his left foot on the seat of the chair and steps up confidently to place his right foot on the desk. Not quite aware of the odds, nor the grim nature of his attackers, he shouts, "Die theiving scum!" He tosses the green jar at what little of Gaius he can see +4 AC due to cover of the corner.

    1d20 + 3 ⇒ (18) + 3 = 21 DMG 1d6 + 1 ⇒ (4) + 1 = 5 acid.

    The vial shatters on contact, the acid eats through the first layer of whatever it hits before neutralizing. You've heard of alcehmists who can melt diamond with their acids, so consider yourself lucky.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    ROUND 1
    HP: -2/8

    Well this was fun, Guys. Let me know how the rest of the campaign goes.

    Stabilize when time comes: 1d20 - 2 ⇒ (18) - 2 = 16


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11
    Gaius Lirsiiv wrote:

    ROUND 1

    HP: -2/8

    Well this was fun, Guys. Let me know how the rest of the campaign goes.

    Stabilize when time comes: 1d20-2

    HA! Stable, B+&$~es.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Please note, Chris, that I would have positioned myself such that a step could bring me in sigh tof the room, since Sleep is a 1 round spell.


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Round 1
    HP: 9/9

    Ferox moves into the room, taking position next to the eastern door hoping for a little cover from the cabinet.

    He draws an arrow and lets loose at Yagrin.

    1d20 + 4 ⇒ (14) + 4 = 18. If he hits, 1d8 + 1 ⇒ (1) + 1 = 2 damage.


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Round 1
    HP: 9/13
    AC: 16 (normal)

    Assuming Thorgrym can get into the room w/out plowing over his comrades he rushes in straight toward the nearest threat, (which I assume is Yagrin and not some other baddie that pops out).
    If I can get close enough to attack with the sword I do (lunge across the table). 1d20 + 3 ⇒ (13) + 3 = 16, damage 1d6 + 2 ⇒ (5) + 2 = 7
    If the table is too massive then I will manuver around to the side and still make my attack if I can. If not I will prepare to strike on the next round.

    If Yagrin dies from Ferox's arrow or falls asleep from Morkeleb's spell I will enter into the rest of the room ready to strike any foe w/ in reach.

    possible AoO 1d20 + 3 ⇒ (6) + 3 = 9 and damage 1d6 + 2 ⇒ (3) + 2 = 5


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    sorry DM, I forgot to add the +2 to attack and damage for my favored enemies, (humans). So my attack roll should have been 18 and my damage 9. If its too late to add, then I guess thats my fault. I'll remember next time.


    King of Korvosa

    Round 1 - 9/12 HP

    Time seems to slow down for Odric. He hears the door creak slightly as Gaius toes it open, then as the voice within erupts and the man springs into action, Odric seems frozen in place. The tinkling sound of the vial into a thousand crystalline shards and the subsequent bubbling hissing sound rouse him to action. He can smell the throat-closing, acrid fumes from the acid and underlying that the sickening coppery smell of blood.

    Odric is close behind Thorgrym rushing into the room, with the twang-slap-thunk of Ferox's bowstring and well-placed shot filling his right ear. He could almost swear he felt the fletching brush his cheek. Maybe it was his heightened senses as he entered mortal combat for the second time this night.

    Odric hears more than sees Grym's devastating strike upon their foe and the enemy's surprised grunt of pain punctuates Grym's attack. He bends to drag Gaius out of the close room and onto the outer dock. His hands sting and burn as he grabs Gauis roughly by the outer garments, but the awful power of the acid is mostly dissipated by this point.

    The ruin of Gauis' once fine half-elven features is all but unrecognizable. Odric's mind seems fixated on Gaius' panicked green eye flitting about in a series of twitches as the life ebbs from the rogue's face.

    Odric had never dealt with trauma on this scale before. His 'medical' experience to this point includes a series of treatments for hangovers, black eyes, split lips and loosened teeth. Pretty much all with the same prescription: a pint or two and a good sleep.

    He makes his best effort to aid Gauis though, trying to staunch what bleeding he can see in the low light with a torn bit of cloth. As the half-elf lies dying on the filthy dock, Odric does what he can.

    Heal check to stabilize Gaius: 1d20 ⇒ 19

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    Mike, you wrote out if character, so I'm not sure if you meant to caste the spell. I'm going to assume no...

    Ferox lets fly eith an arrow that slams into Yargin's biceps. You hear the splinter of bone. The underboss twists backwards in a futile attempt to absorb the blow. Like a second arrow in flight, Grym dives forward in a fleche. His sword hits home. The blade sinks in half way to the hilt, just to the left side of the sternum. Yagrin expires before his lifeless corpse slides off of the sword. His final words are an incoherent gurgle.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Odric... I appreciate the prose and the effort. I was already on the dock and already stable.

    I'd prefer you didn't give me disfiguring injuries in the future without consulting me.

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    Tony I don't think he meant them to be permanent scars, just a description if your current wound. It is nearly fatal after all.

    Combat summary

    XP: 120

    HP totals:
    ....I'm posting from my phone, so that would be a change. The net change is Gaius is -2.


    Active Buffs:
    Per Diem:
    Spells 1st 6/6 | 2nd 6/6 | 3rd 0/6 | 4th 3/4 | 5th 3/3 Judgements 5/5 | Bane 15/15 | Dimesion Hop 150/150
    Male Human Inquisitor 15 | HP 108/120| AC 24 FF 19 Tch 17 | CMD 27 | F+13 R+12 W+13 | Perc +23 | Init +9

    Seeing Odric attending to Gaius, Ferox moves to both of the closed doors and listens for any commotion on the other side, hoping that no one's been alerted to our presence.

    Perception (Eastern Door): 1d20 + 6 ⇒ (11) + 6 = 17
    Perception (Western Door): 1d20 + 6 ⇒ (19) + 6 = 25

    Well, gents, how do we proceed? Retreat isn't an option. If we do, Lamm will be long gone by the time we return. Can any one of you revive Gaius?


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    I don't have that capacity. Let's see, though, if our fallen friend over there had any vials besidse acid.

    I search Yargin's corpse, looking specifically for vails, potions, healing herbs, etc.

    Perception: 1d20 + 1 ⇒ (7) + 1 = 8

    While searching, I address the children. don't cry out, little ones. We're here to take Lamm down, and you'll be free. any of you know if this pile of filth *here I give the corpse a shove* kept any hidden stash anywhere?

    @DM: is there an apothecary, or a temple nearby, where one could quickly purchase a potion of Cure LIght Wounds? (I don't have Knowledge (local) unfortunatley . . .)


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Mike: There are no children in this room.

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    Ferox: The door to the west gives no preview to what's on the other side, and the door to the East is providing more noise than even Yargin's shouted last word of 'scum.'

    Mike, as Tony said, there are no children in this room.

    Morkeleb: Being an underboss has its privaleges. Yargin has a fair amount on him. The leather armor he wears is servicable, as is his dagger and crossbow (and a full case of quarrels.) He wears an amulet adorned with pale garnet. Within his pockets you also find a key. What truly draws your attention is the plethora of vials, bottles, and bags he has. Most of it are inert components, useful only to an alchemist. What is of use are the 3 vials of standard issue acid, 2 bottles of a pale transparent blue potion, 2 tanglefoot bags, and a thunderstone. Finally is the scorched twig of wood that is clearly a wand.


    King of Korvosa
    Gaius Lirsiiv wrote:

    Odric... I appreciate the prose and the effort. I was already on the dock and already stable.

    I'd prefer you didn't give me disfiguring injuries in the future without consulting me.

    Gaius, I'm glad you are feeling so much better, although all of your 'disfiguring injuries' were given to you by spiders or Yargin.

    Odric turns his attention to the bloody desk Yargin'c carcass has recently slid off of. The sticky blood coats the surface and has dripped onto the floor in a macabre 'water'fall. The big man notes the fantastic treasures Morkeleb has recovered from Yargin's person and decides to conduct a search of the desk.

    Perception: 1d20 ⇒ 4


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Thorgrym notices Morkeleb's search and the spoils of war he takes from Yagrin's body, while he cleans his sword blade off. With special interest he notices the unlabeled pale blue potions. Thorgrym asks Morkeleb if he can examine one of them. Being that Grym recently drank a potion of healing, is he able to identify the potion by smell and appearence?
    percpetion roll 1d20 + 6 ⇒ (1) + 6 = 7


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Thorgrym sniffs at the potion and shakes his head in frustration. He holds out the vial to someone else, I think this some sort of curative, but I can't tell. Anyone else know if this could help our downed comrade?


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    Upon finding the blue potions, I recognize them as most likely healing potions. Excellent--let's see if I'm right . . . I unstopper one of the vials, and take a light whif of the contents.

    Spellcraft: 1d20 + 9 ⇒ (12) + 9 = 21 <--success

    assuming I identify these potions as curative . . . someone administer at least one of these to our fallen friend there. It should cure at least some of those nasty burns!

    Now, for this . . .

    With practicied concentration, I hold the wand in one hand, my staff in the other. I wave the staff's crystal in two circles over the wand, speaking a few strange words, and I stare intently at teh wand.

    Detect Magic. Use to identify:

    Spellcraft: 1d20 + 9 ⇒ (19) + 9 = 28 <--hah!

    Bonuses/penalties:
    I get a +2 to identify Enchantment items, and -5 to identify Illusion or Necromancy

    We also have these alchemical devices. Perhaps I should carry at least one of these vials of acid; who else wants one of these?


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Thorgrym eyes the acid vials very suspicously and shakes his head "no".

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    Morkeleb, you hold in your hand a wand of Acid Splash, though only 23 charges remain.


    King of Korvosa

    Odric looks up from rifling through Yargin's grisly desk,

    I would love an Acid and a Tanglefoot bag, I think I could really put those to use in the near future

    Odric's eyes are alight and he rubs his hands together in anticipation.


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Can we give Odric the other cure potion to hold at least. He was generous before and gave me his when I needed it.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    A Cure Potion would be Ha-mazing right now. It would really hit the spot. Someone let me know if I can roll for that.

    Until then... Gaius groans. To the practiced listener, the groans sound remarkably like, "Gaaaaius woooould loooooove alchemical throooowing items, as he will nooooot be in meleeee for a whiiiiiiile"

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    The desk seems to contain nothing of value. This appears to be more a work space than an office proper. did anyone administer a potion to Gaius?


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    If nobody else has done so, Thorgrym will pour a pale blue potion down Gaius's throat.

    Which door should we take? The ranger asks as he looks around at the others.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    I'd made a successful spellcraft check to identify (as I suspect they're curative), but never got the official result

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    Yes they are CLW. Thorgrm pours the liquid down Gaius's throat. Within moments he sputters and coughs. 1d8 + 1 ⇒ (7) + 1 = 8


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    GAIUS
    HP: 6/8

    That was... Humbling. Alright then. Which way? Known room to the east, or into the unknown and go west?

    Dungeon Master, I check the door on the east for traps and alarms. I slowly run my gloved hands over the seams and the hinges, and along the frame of the door looking for changes in texture, pressure or visual signs of impediment or device.

    Perception: 1d20 + 9 ⇒ (1) + 9 = 10

    If it is trapped I disarm:
    1d20 + 7 ⇒ (12) + 7 = 19

    I'll repeat the process on the door to the west.

    Perception: 1d20 + 9 ⇒ (15) + 9 = 24

    If it is trapped I disarm:
    1d20 + 7 ⇒ (17) + 7 = 24

    Dungeon Master, I will also note if I can see and have access to the hinges of either door from this room.

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    Neither door is locked. The hinges to the western door are on your side.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    If the consensus is west, I can oil the hinges. It might allow us to get the jump on anyone.


    King of Korvosa

    I think we could still execute the original plan on the half orc's room. I think if risking a failed sleep attack on the half-orc is too much for us to gamble on, we might try knocking on the door and jumping him when he answers it. We could be prepared with a story about having a sum of money we owe Lamm in case the taskmaster sends a child to get the door.


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Morkeleb. Can you cast your spell through the window?


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Thorgrym thinks the western door would be wise to open with the oiled hinges. He doesn't much care either way, but feels a sense of urgency to complete the hunt with Lamm's head.


    King of Korvosa

    The hinges facing the party offer a tempting opportunity to oil them, but without knowing what lies beyond the door we could face a similar debacle to the one we faced in this room

    Odric looks from door to door and around the small stinking room. He rummages through his pack awkwardly without fully taking it off, reaching over his shoulder to do so. He produces a small flask and drips a foul-smelling oily substance onto each hinge in turn.

    This oil will certainly silence the squeaking hinges, but I think we should extinguish any light sources in this room before we open the door. We could gain the dual advantage of the darkness concealing our position and number, and if the next room is dimly lit we wouldn't draw as much attention to ourselves.

    Sudden inspiration splits the man's face into a huge grin, In fact, what if we opened the door and held Yargin's corse up as a shield!? We could hide behind it and anyone who came to investigate would recognize him but might not see his wounds in the dark. From there we could drop Yargin, throw him into the fray or fall back if the odds are unreasonable!

    Odric begins doing deep knee bend and squatting low then straightening quickly with a thrust of his hips. He swings his arms rapidly forward and backward. Once sufficiently warmed up and ready for his task, he hoists the corpse of Yargin up in front of him.

    Spitting some of the body's stray greasy hairs from his mouth, Odric grunts, Turn out the lights, and I'll go!


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Thorgrym nods in agreement. With bare blade in hand he lines up behind Odric ready to go through the door.


    Male Human Wizard (Enchanter: Controller) 17 Init +6; AC=19; T=16; FF=17; HP 23 / 92

    I smirk and nod appreciatively. Very clever, Odric. Very clever indeed.

    DM, do I ahve line of effect through the window to cast a spell?


    Male Half-Elf Unchained Rogue 4/Cleric 11; Trapspotter 22; Init: 5; AC: 31; T: 18; FF: 30; HP: 145/122; Fort 9, Ref 13, Will 11

    Gaius smile is a wicked sight. He extinguishes the lights in the room and waits to watch the fun.

    Stealth: 1d20 + 7 ⇒ (9) + 7 = 16


    King of Korvosa

    Is everyone ready? This guy is heavy and gross. The strain in Odric's voice is probably more due to him holding his breath than any physical challenge he's facing holding the carcass up.

    OK, I'm hoisting Yargin up in front of me 'Weekend at Bernie's' style. I have my pick tucked into my belt. Once Gaius opens the door, I intend to hang back into the shadows of the room we are in. Bluff check? 1d20 + 2 ⇒ (16) + 2 = 18

    Odric looks to Gaius expectantly, waiting for his stealthy companion to open the door.

    Gaius reminds Odric, Keep your distance, though, buddy, but don't *look* like you're trying to keep your distance.

    Odric mumbles some incomprehensible question, face covered in Yargin's greasy hair again.

    *I* don't know. Fly casual.

    Grand Lodge

    Venture-Lieutenant - NH | Proprietor of Castamir's Station

    Mike, which window? The door to the West with the greased hinges holds no windows. I shall give description when I have starting squares from each. Yargin's corpse "stands" in Odric's.

    I'll make a best guess on squares and proceed unless someone objects.


    Male Human Ranger 17, AC 30, HPs 202/202, Int +5, Fort +17, Ref +15, Will +9 (Bucho AC 31 HPs 175/175, Fort +18, Ref +13, Will +8 +4morale)

    Thorgrym will follow in directly behind Odric till targets appear for killing.

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