GM Captain Trips - Kingmaker Exploration Group 1

Game Master Chad Newman

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Gobbo!

Pretty much in the very center of the hex itself. So you have any number of options.


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

1d8 ⇒ 5 How about south?

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Cant access the map from work, but I'd say either East to finish the line of hexes, or SW to allow us to circle back to the others. Either way, we should just pick a direction and go, we're spending way too much time trying to figure this out. Honestly I'm fine with Trips handling the choice, since we'll explore them all eventually.


Gobbo!

If everyone else is ok with that, just let me know. I'll take three responses as enough of the vocal majority and push forward.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Yes here


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

Fine by me.

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

Good for me.


Male Human (Kellid/Varisian) Cavalier (Standard Bearer)/Skald 4/1 [ HP: 38/38 | AC: 15 T: 12 FF: 14 | F: +7 R: +2 W: +3/+4 | Init: +1 Perc: -1 | Effects: Raging Song (Inspired Rage)]

Turning away from the eventually setting sun, Rufus picks up his kit once more. "Sooner started, sooner finished."

Also in agreement with continuing East.


Gobbo!

The party notes the location of the deposit and assists Dendarial and Sir Karse with their climb back out of the sinkhole. The begin to head East, heading towards the boundary of the Stolen Lands.

You have enough time in the day remaining to actually make it to the next hex, and exploration time will begin on the following day.

Dice:

1d100 ⇒ 53

The day's travel is is without event, and the party makes camp for the night in a fairly open area of the plains.

Dice:

1d100 ⇒ 21

The night passes without event and the group breaks camp the next morning, heading north to the South Rostland Road with the plan to travel the road along the northern area of the Greenbelt and then to head South with the road until it turns East again. This makes the day's journey far easier and allows the group to make good time during the day.

Dice:

1d100 ⇒ 72
1d100 ⇒ 80
1d100 ⇒ 75

Coming to the departure from the road, the party makes camp for the evening before continuing south.

Dice:

1d100 ⇒ 84

I swear you all are going to make this whole trip without an encounter.

The night passes again without event, the lull in activity allowing the group to take in the sights and sounds of the open plains within the Stolen Lands. The supposed bandit activity seems to be far removed from this part of the area and the most dangerous thing you have seen so far is a rather ill tempered skunk which the group gives a wide berth to as it moves between a group of tall grasses.

Dice:

1d100 ⇒ 28
1d100 ⇒ 22
1d100 ⇒ 30

Another day of travel, another uneventful leg of your trip. With the night comes a sudden deluge of rain from a passing storm, leaving the area soggy and wet, and the party wishing for a more suitable shelter from the downpour. Working together the group manages to construct a fairly serviceable lean-to which protects them from the majority of the rain, but it doesn't so much for the soaking ground.

Dice:

1d100 ⇒ 89

The dawn brings an end to the rain and a bright summer sun, warmly greeting you as it drives away the chill of the night and promises for a better day ahead.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Throughout the days travels, Will tries to gain a bit more knowledge about his companions and their motivations for undertaking this adventure. He shares his story as well, that he wasn’t initially meant for this, but was a replacement for a friend who fell in a stupid fight. He doesn’t push anyone if they seem resistant, a person’s past is theirs to keep if they so choose, but he’d like to get to know those he will be spending many a day with in the future. Other times he seems lost in contemplation, and offers prayers to a number of deities as the time fits, even asking to join Karse when he prays to Erastil.

”I do hope the others are having as fair a time as we in their mapping. I can’t say I’m disappointed this trip has been uneventful. Reminds me of an old curse; May your life be exciting, or was it may you live in interesting times? Either way, it’s nice to have a few quiet days to see the peaceful side of these lands.” says Will on the morning of the last day as he greets the warmth of the sun eagerly.

There, I commented on how quiet it has been, that will surely spark an encounter :D

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

"The orcs have a saying, 'کوئی خوف نہیں ہے، امن رہتا ہے کبھی نہیں.' It means, 'Have no fear, peace never lasts.'" Karse notes.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Dendarial relishes the uncomplicated days traveling, hunting, and exploring. He demonstrates his woodcraft to those interested in learning and also focuses on helping people pack efficiently with balanced loads to make the travel easier. He is not talkative, but is friendly enough when engaged in conversation. He stays diligent and watchful, especially about guard duty at night, making sure someone is always on watch. But with each passing day he become more friendly and light hearted with the group and even the rain and soggy trail does not dampen his spirits.

It does my spirit good to be out in the land. he explains. This is how I think I was meant to live.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

”It definitely is more peaceful than the streets of Restov. At times I miss the hustle and bustle of the city, but I can definitely see the appeal of this life.” agrees Will as he drains some of the rainwater into his waterskin.


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

"Appeal? There's nothing out here for miles all this open land is driving me crazy. It's bad enough having to walk for days, even worse when there is not one living soul to find at the end of the day except those that you brought with you. Not that I have an issue with any of you, but I am not used to any of this even when I would read my books it was never this quiet at home." Winifred complains, the lack of much happening in the past couple days starting to get to her.


Gobbo!

A few more days of travel with nothing to report or excite the group pass, all seems very quiet on the plains in this side of the Stolen Lands and it seems worth noting that you could be looking at habitable space for those wishing to make their way into these lands to escape the life of the city. Few predators seem to lurk out here and the land itself seems fertile and sustaining.

As your journey continues you begin to make the circle south and then west, back to the direction of Oleg's. Covering many miles in a short span of time and becoming far more efficient in your efforts, your negotiation of the terrain and lands improving significantly.

Boon: Lay of the Land - All characters get a +1 competence bonus to their Survival skill and a +1 competence bonus to Knowledge: Geography as it relates to the Stolen Lands.

For reference, you are now in B8. A11, A13, B10, and B12 are now considered explored.

As you make your way back to the post, you come across an area near dusk that immediately catches your attention. In an area no less than 400 feet across is strewn the bones and skeletons of countless deer, boars, bears, and even humans. The entire area looks like a mass grave, only above ground instead of buried beneath the earth.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Will looks over the mass grave, shock clear on his face. ”Gods above! What do we think happened here? A slaughter, or is something nearby using this as a dumping ground for carcasses?” Recovering, he dons his shield and scans the area for signs of what has been happening here.

Perception: 1d20 ⇒ 10


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Dendarial pulls his bow as he examines the area for signs of predators. Some great predator must hunt here. he warns.

Survival: 1d20 + 7 ⇒ (8) + 7 = 15


Male Human (Kellid/Varisian) Cavalier (Standard Bearer)/Skald 4/1 [ HP: 38/38 | AC: 15 T: 12 FF: 14 | F: +7 R: +2 W: +3/+4 | Init: +1 Perc: -1 | Effects: Raging Song (Inspired Rage)]

Survival: 1d20 - 1 + 1 ⇒ (12) - 1 + 1 = 12
Perception: 1d20 - 1 ⇒ (3) - 1 = 2

"I've heard another Orc saying that seems apropos here...
'You don't have to go looking for Trouble, Trouble is already looking for you'."
Rufus mutters as he quickly draws his own blade & more closely scans the immediate area. "Lady Lebeda, Will, Dendarial; the three of you would best stay near the center where you can affect any threats before they are able to reach you. Sir Karse, I will secure the Sinister, shall you the Dexter?"

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

"Aye." Karse replies, falling into position along the right side of the party.


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

"What could have possibly killed all of these creatures?" Winifred asks, a hint of sorrow in her voice, making sure to keep herself between the others.

Survival: 1d20 + 1 + 1 ⇒ (11) + 1 + 1 = 13
Heal; Wisdom check: 1d20 + 1 ⇒ (1) + 1 = 2 And I have no idea how fresh the carcasses are.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Dendarial will fall back some and ready his bow after he assesses any tracks.

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

It goes without saying that Karse has his flail out and his wits about him.

The half-orc scans the nearby forest for anything out of the ordinary, straining his senses to the limit to try to hear or see anything that may be present.

Perception: 1d20 + 3 ⇒ (7) + 3 = 10


Gobbo!

As the party prepares for the worst, Dendarial takes a knee and studies the ground intently. Poking through the bones and remains he finds the evidence he sought, a tell tale wad of webbing, the obvious remainder of what spelled the doom of the animal in question. Interestingly enough, he knows that if this was the lair of some sort of spider there should be signs pointing to such, like fresh webbing in between trees or other natural structures.

The party scans the area but finds no obvious signs of any recent activity, the bones appear to be the only sign of foul doings. Among the bones a few members spy coins and other items, cast off from the remains of their former owners.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Knocking an arrow and standing alert Dendarial says Some type of spider, or other web caster is responsible. Gather what valuable leavings there are and ware the trees and possible trap doors. [/b]. As he says this he scans the trees in the area.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Trusting Dendarial to watch his back, Will carefully edges forward to start retrieving the valuables of past meals, hoping not to become one himself.

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

Karse remains wary, rather than collecting valuables. He lets the others tend to that task, while he keeps watch for the originators of the webbing.


Gobbo!

The party keeps a close eye out as Will moves forward and begins to collect handfuls of coins and other treasures that have been scattered across the landscape.

Will Perception: 1d20 + 0 ⇒ (10) + 0 = 10
Karse Perception: 1d20 + 3 ⇒ (4) + 3 = 7
Dendarial Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Winifred Perception: 1d20 + 1 ⇒ (12) + 1 = 13
Rufus Perception: 1d20 - 1 ⇒ (1) - 1 = 0

Surprise: 1d20 + 11 ⇒ (5) + 11 = 16

Suddenly, without warning or sound, a layer of the earth flies upward directly in front of Will, revealing a massive black spider with thick strands of hair sprouting up from its legs and abdomen. Mandibles the size of short swords click together as it lunges at it's prey.

Surprise round, which Dendarial may act in and actually got the drop on the creature before it made its attack. Everyone else will act following the two surprise attacks in initiative order.

Initiative

Dendarial: 1d20 + 4 ⇒ (8) + 4 = 12
Rufus: 1d20 + 2 ⇒ (5) + 2 = 7
Will: 1d20 + 4 ⇒ (1) + 4 = 5
Winifred: 1d20 + 2 ⇒ (17) + 2 = 19
Karse: 1d20 + 1 ⇒ (12) + 1 = 13

Trapdoor Spider: 1d20 + 3 ⇒ (16) + 3 = 19

Order:

Surprise Round - Dendarial
Surprise Round - Spider
Regular Init - Spider
Regular Init - Party as a whole

Dendarial is up!


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Sorry for my delay - had a game tonight

The ranger reacts to the spider rising up, firing off a quick arrow at the 8 legged threat.

Longbow: 1d20 + 5 + 1 ⇒ (13) + 5 + 1 = 191d8 + 2 + 1 ⇒ (2) + 2 + 1 = 5 This includes Point Blank Shot. Not sure that applies. He can 5' step closer if he is at 35' and away if he is closer than 23'


Gobbo!

Dendarial lets loose an arrow at the creature the moment it erupts from its burrow, hitting it solidly and causing the beast to emit a chittering shrill of pain.

The spider, attempting to bring home its next meal, stabs at Will with its large mandibles...

Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Grapple/Attach: 1d20 + 8 ⇒ (7) + 8 = 15

The giant creature runs Will through with a devastating attack, securing the bard between its pincers and holding fast.

Initiative Start

The spider, its prize secured, retreats into the barrow, dragging the nearly unconscious man along with it. As it lowers itself into the hole the flimsy lid of earth and debris closes behind it, leaving the party once more standing in a plain looking field of bones.

The party is up, the brown square marks the spot of the spider's trap door. Will, although you are not visible, you can make an action, understanding that you are currently grappled.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Will, nearly passing out from the gaping wound in his side, tries to use the adrenaline from a sure death to struggle free from the spider's mandibles.

Escape check: 1d20 + 2 ⇒ (6) + 2 = 8
Apparently, there is not much adrenaline there...


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Ouch!. This is where you would be using your shirt reroll in PFS. One question Trips: Now that the spider has established the grapple, it needs to maintain it to move, right? I think its one roll to maintain and move, but it might be two. I have never been sure. Anyway, I am pretty sure its not automatic and the spider could roll low.

Looks like Winifred is up.


Gobbo!

Its part of the creature's actual listed special attack. And honestly, it cannot fail to maintain a grapple (+16 bonus there).

Just so you all understand the mechanics...

Sudden Strike (Ex)

A giant trapdoor spider lays carefully hidden trigger webs in a 10 ft. radius around its hole. If a size Small or Medium creature comes enters this area it may make a free DC 24 Perception check to notice the trigger threads. If successful, the creature notices several fine threads on the ground. A successful DC 19 Knowledge (nature) check will reveal their true nature and purpose, as well as what lurks nearby. If the Perception check fails and the creature steps into the area it will momentarily find itself stuck to one or more trigger webs. These lines break quickly and easily but not before alerting the spider that it is now mealtime. The ground suddenly springs open as a 10 ft. tall horrifying spider lunges out towards whatever stepped into its trap.

A giant trapdoor spider may make one stabbing bite attack during the surprise round against a size Small or Medium target within 10 ft. of its hole. If this attack is successful it immediately backs into its tunnel to consume its prey. Re-entering the hole automatically causes carefully placed webs to trigger the trapdoor to close behind it, separating itself and its prey from any other creatures, allowing it to consume its prey safely.

It's a nasty ability to say the least. The CR for the creature was reduced by a "young" template, but it is still a challenging encounter.


Gobbo!

And just to be clear on your options:

Opening the Trapdoor

Lift: The trapdoor is anchored in place by its own weight, some amount of webbing, and the spider itself hanging from its underside. Attempting to lift the trapdoor requires a DC 25 Str check (the combined weight of the spider, soil, and webbing being between 500-700 lbs.) If the spider is not inside the tunnel reduce the DC of the Str check to 18.

Cut Through: Chopping through the trapdoor is potentially a faster and easier solution. It is usually about a foot thick consisting of dirt, vegetation, and matted webbing. The trapdoor has hardness 3 and 60 hp per 5 ft. section (there are roughly 4, or enough sections to cover a 10 ft. by 10 ft. round hole.)

Note: Because the spider has prey, it cannot use it's full weight to keep the trap door closed, which reduces the DC on the Strength check to a DC 20. The party can assist as a whole with this check.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Oh that is sooo nasty. Glad I shot it once anyway.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

I have faith you guys can save me!! :D


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

Looks like roll20 doesn't have us on the right map.

Winifred quickly drops a bolt into her crossbow and fires.

Attack roll: 1d20 + 2 ⇒ (11) + 2 = 13
Damage: 1d8 ⇒ 8

And steps 5 feet away.

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

I believe the spider is out of LoS due to being underground under it's trapdoor


Gobbo!

Actually, I failed to move the marker. My fault. It is accurate now. And yes, the spider is out of line of sight.


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

Looks like I only have 1 option then aside from running away.

Winifred runs up to where the spider and Will disappeared. Double move.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Oh his turn Dendarial calls out Will! as he runs to the side of the now closed trap door. Grabbing it he heaves with all his might calling out Help me.

Strength Check: 1d20 + 2 ⇒ (7) + 2 = 9

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

Karse moves to where Will disappeared and tries to find the trapdoor in order to pry it open. If successful, he immediately leaps into the hole.

Strength check (if needed): 1d20 + 2 ⇒ (17) + 2 = 19


Gobbo!

If Winifred or Rufus can successfully assist Karse's check you will be able to get the trapdoor open.


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

Winifred had to double move to reach the trap door, so I don't think she can assist this round.


Male Human (Kellid/Varisian) Cavalier (Standard Bearer)/Skald 4/1 [ HP: 38/38 | AC: 15 T: 12 FF: 14 | F: +7 R: +2 W: +3/+4 | Init: +1 Perc: -1 | Effects: Raging Song (Inspired Rage)]

"Oh no you don't!" Rufus snarls as he bulls forward to grip the edge in concert with Sir Karse.
Strength: 1d20 + 4 ⇒ (19) + 4 = 23, to Aid Karse. Or...
Karse might just be aiding Rufus...


Gobbo!

In tandem, Rufus and Karse rush up to the spot where the creature vanished, frantically pulling at the earth in an attempt to find a handhold. As they both find a purchase, and begin to lift, the sound of ripping can be heard from the ground as thousands of supporting webs are torn apart, freeing the massive earthen cork from the top of the hole. Their efforts are rewarded by the visage of a fairly surprised spider crouched within the space below, Will still firmly within the spider's mandibles.

Top of the Initiative

The spider, feeling itself in danger and wanting to remove the newest threat stabs at the nearly limp corpse in its grasp with its smaller feeding mandibles, hoping to paralyze the creature with its venom so it can turn its attention to the new threat.

Maintain Grapple: 1d20 + 16 ⇒ (16) + 16 = 32
Feeding Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Will will need to make a Fortitude save. If my count is right he will be at -6hp, so he will also need a stabilization check on his turn.

The creature, having injected the dose of toxin in its prey, drops the limp form at its feet and prepares to defend itself against the party.

The party is up!

Liberty's Edge

Male Human Bard 1 HP: 9/9 | AC: 18, Touch: 14, FF: 14 | Fort: +1, Ref: +6, Will: +0 | Init: +6 | Perception: +2

Fort: 1d20 + 2 ⇒ (11) + 2 = 13
Stabilize: 1d20 + 2 - 6 ⇒ (1) + 2 - 6 = -3

Will's limp form begins frothing at the mouth and spasming as his life slowly ebbs away.


M Elf (Falconer) Ranger 2 (Per: +9/(11 Human) Init:+4, HP 19/19 AC: 18//14/14 F: +4 R: +7 W: +2/4 vs enchantment)

Dendarial moves for a clearer shot and fires at the vermin.

Longbow: 1d20 + 6 ⇒ (11) + 6 = 171d8 + 3 ⇒ (8) + 3 = 11


Female Aasimar Peri-blooded Enlightened Paladin / Kensai Magus 1

Seeing Will's body going limp, Winifred screams out, "Will, hang on!" As she drops a bolt into her crossbow and fires at the over sized pest.

Crossbow: 1d20 + 2 ⇒ (15) + 2 = 171d8 ⇒ 6

And then steps 5 feet back.

Silver Crusade

Male Half-Orc Paladin of Iomedae (Shining Knight) 1 || HP 19/19 (19/19 nonlethal) || AC 18/10 Tch/18 FF || F+7 R+3 W+9 || CMB +3 CMD 14/14 FF || Init +0 || Perception +3, darkvision (60 ft.)

Karse wastes no time in moving to the attack. His shield at the ready, he swings his flail at the many-eyed pest.

Flail attack: 1d20 + 3 ⇒ (4) + 3 = 7

Unfortunately, his over eagerness to aid his companion results in a clean miss and only places him in the path of the giant spider.

"Come on, then!" Karse shouts to the giant arachnid, "Give me your best!"


Gobbo!

Dendarial and Winifred both score hits against the beast, their projectiles drawing forth a gush of gore and ichor from the creature's wounds. Sir Karse swings his flail, but the attack goes wide, missing the spider entirely.

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