GM Giuseppe's Kingmaker (Inactive)

Game Master Giuseppe Capriati

Handouts [1] [2] [3] [4] [5] [6]

House Rules [Downtime at Oleg's]

Oleg's Trading Post (Reference Document) [*]

Quests & Rumors [*]

Treasure spreadsheet [*]

Kingdom Building spreadsheet [*]

Legal Sources [*]

Pinterest Gallery [*]

Roll20 Campaign Page [*]

XP Tracker 4,625/5,000


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HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Serolt looks at the skull, and the glowing, and tries to disbelieve it.

It persists in his eyesight and he worries, "I do not know what that is, and I do not like it."

He draws his bow at last, following the others, though his heart is not in it.

When danger threatens, I am not a fool. I seek first to make sure the weak and innocent are safe, and then I quell the danger.

"A floating skull is not natural. It looks dangerous. I think we must, for the safety of the others in the region, put this undead back into Pharasma's Graveyard. Let us attack. Ready?" he asks the others nervously...


NG Female Half-Orc Cavalier 2
Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6
| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft | Speed 30ft | . | | Active conditions:

When Serolt draws his bow Rok follows, drawing her own weapons and urging Kasper forward, but not too quickly. If Serolt fires she plans to charge ahead but she's not as dedicated to instigating the fight as he is.

"Are we sure it's harmful?" She asks, not keeping her eye off the thing. "Maybe it will pass right by us." She sounds like shes trying to convince herself even as she pulls her shield closer.


LG Male Human (Brevic) Sorcerer 2 | HP 12/12 | AC 12 (11 Touch, 11 Flat-Footed) | CMB +1, CMD 12 | Fort. +2, Ref. +2, Will +4 | Init. +5 | Perc. +5, Sense Motive +1 | Speed 30ft | Claws: 7/7 | Spells: 1st 4/4 | Active conditions: None.

"I almost hate to say it, but I think I agree with Serolt. This is either itself a dangerous creature, or something warning us of danger. In either event, I think we are duty bound to handle it, aren't we?"

Not wanting to get close enough to a completely foreign creature, Kryolani unlimbers his wand. Besides, one of his instructors said that the type of magic it used is effective against specters of all stripes, which is the closest thing the sorcerer had heard of to whatever this is...


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Council of Thieves Maps

No, dumb biggins! That’s not us!” a voice comes from above, shattering the silence. “That light is a will o’ wisp, a dangerous foe. You’d better flee!” Even though you’re not able to discern the source of the source, it sounds pretty familiar to you. “What are you waiting for? Go, now! We’ll distract it, but we won’t be able to hold it for a long time.


LG Male Human (Brevic) Sorcerer 2 | HP 12/12 | AC 12 (11 Touch, 11 Flat-Footed) | CMB +1, CMD 12 | Fort. +2, Ref. +2, Will +4 | Init. +5 | Perc. +5, Sense Motive +1 | Speed 30ft | Claws: 7/7 | Spells: 1st 4/4 | Active conditions: None.

The sorcerer's eyes widen for a heartbeat before he clambers ungracefully back onto his horse, yanking the reigns from the tree branch he looped them over.

"That tears it, we go! Come on!" he shouts, as he wheels the horse away from the image and drives it to a gallop.


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

"Thanks for the warning!" he calls out above his head.

Serolt leaps upon Mitzy and grabs the reigns. "Regin, heel!" he shouts as he drives the horse to gallop.


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

Not knowing what was going on but knowing it was serious, Jacobus gets back on his horse and gallops away following Serolt.

He calls back, "If this is a joke, you are both in big trouble!"


NG Female Half-Orc Cavalier 2
Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6
| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft | Speed 30ft | . | | Active conditions:

Roksana keeps Kasper where he is until the rest of the group has started their retreat then she brings up the rear following her companions. "That thing is really dangerous?" She questions as they ride away. Better safe than sorry I suppose.


LG Male Human (Brevic) Sorcerer 2 | HP 12/12 | AC 12 (11 Touch, 11 Flat-Footed) | CMB +1, CMD 12 | Fort. +2, Ref. +2, Will +4 | Init. +5 | Perc. +5, Sense Motive +1 | Speed 30ft | Claws: 7/7 | Spells: 1st 4/4 | Active conditions: None.

Kryolani calls over his shoulders, "Maybe, maybe not. The only way to find out would be to distrust the faeries. If they weren't wrong, it'd mean our lives lost for no appreciable gain. What would be the point?"

He returns his attention to the path ahead of him, ducking beneath a low branch before continuing.

"I say we mark this region for later exploration when we are better equipped to do so. Ride around and continue the route we had set."


Council of Thieves Maps

▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁▁
DateFireday, Desnus the 5th, 4609 AR
TimeMorning to Evening
LocationThe Narlmarches
WeatherWindy, cloudy and Temperate

▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔▔
Running away from the will o’ wisp proves to be a much more difficult task than expected. As Tyg and Perlivash warn you, the creature can in fact turn invisible at will, and so you just never know if it is still chasing you or if it has given up. As a result, you spur your horses for almost two hours, driving them to a fast gallop in order to outrun the will o’ wisp. After two hours of galloping, the horses are tired and can’t keep pace no more. Fortunately, it seems like the creature has stopped chasing you. Perlivash and Tyg are nowhere to be seen.

Circumventing the area where you encountered the dangerous menace, you continue your exploration for the rest of day. As afternoon approaches, you stumble across a somewhat sunken clearing in the woods. The stink of moldering plants and a strange quiet in the sound of birdlife surrounds the clearing. At the center of the clearing, the soggy ground becomes an insect-infested, stagnant, swamp-like
pond, and sprawled at the pond’s southern edge is what appears to be a dead horse.

Further investigation reveals the creature to be a dead unicorn, its horn broken off at the brow and its body strangely untouched by insects or other necrophages. The stink of mold comes not from the body, which is weirdly odorless, but from the fouled water of the pond.

An examination of the unicorn reveals no obvious cause of death, although the creature’s eyes are milky and sightless, indicating the creature was blind at the time of its death. The fact that the bugs and scavengers don’t seem interested in the body is a mystery.

DC 20 Heal check:
The creature’s horn was removed after its death, and the lack of obvious wounds would indicates the unicorn was likely slain by some form of death effect.

DC 30 Knowledge (planes) check:
You recall certain tales of how the acts of some powerful fey creatures from the First World can leave their victims “marked” in a way that even their bodies shed a strange aura of repulsion to natural life—as if animals and vermin could sense the anger of such powerful fey and knew better than to involve themselves with such a victim.

Detect magic:
You detect a faintly lingering necromancy aura.

Detect magic + Knowledge (arcane) DC 33:
The lingering aura is caused by a finger of death spell.

After examining the clearing, you camp far from there for the night, which passes by uneventful and, thankfully, without any strange, alien floating orb in the air.
__________________________________________
You gain 25 XP for having explored this hex.


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

Sweating more than his horse, Jacobus dismounts to investigate the dead unicorn.

In a sad voice, he states, "The unicorn's horn was removed after he died and it seems that he died from some sort of death effect. There are no visible wounds."

He gestured and added, "I also detect some lingering necromancy effect."

He sighed, "First we are chased by some floating skull and now we find that there's someone here who can slay a unicorn. This job is getting more dangerous by the minute."

He looked about, "Anything else you guys can find or determine about this?"

________________

heal: 1d20 + 6 ⇒ (18) + 6 = 24


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

"This is a shame." Serolt looks down at the dead beast and is a bit upset.

"I feel like we should bury it, but if it's not rotting, I'm not really sure what to do." he shrugs.

"I don't want to linger here though. Whatever killed that, can certainly snuff us easily enough. These southern lands are dangerous. I think we need more men."


NG Female Half-Orc Cavalier 2
Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6
| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft | Speed 30ft | . | | Active conditions:

Heal: 1d20 + 1 ⇒ (19) + 1 = 20

"I agree with Serolt, this seems like an awfully bad omen." The half orc shuffles awkwardly, unwilling to touch the strange dead creature.

"If you guys want to bury it, I'll help, but we seem to have crossed into a particularly violent area of the wood, we should be more alert from this point onward."


Council of Thieves Maps

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DateStarday, Desnus the 6th, 4609 AR
TimeMorning to Evening
LocationThe Narlmarches
WeatherWindy, Cloudy and Temperate

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Leaving the dead unicorn behind, you camped far from the clearing where you found it. The next morning, you resume your exploration, moving into the next area: your exploring task is almost complete, and you’re eager to explore this last area before you make your journey back to Oleg’s Trading Post for a few days of relax before departing again.

As you explore this area, in the morning, you need to ford the Skunk River. You spend several hours exploring the river shores in an attempt to find a good place where to ford it. Eventually, you stumble across a good fording point: several sandy islets create a ford across this remote section of the Skunk River. The sandy islands make for a natural choke point in the river, but the thick piles of rubble, branches, leaves, and dead bodies that partially block the river’s flow appear to be anything but natural.

As soon as you dismount and come closer to the fording area to further inspect it before actually using it, you immediately spot a strange creature coiled upon one of the islands. Yellow eyes briefly flicker from the rubbles. It seems like a large reptile, as green as the sur-rounding foliage and at least six feet in length. It has a dragon’s head filled with sharp teeth, and two arms ending in grasping claws. A cloud of greenish vapor wafts from its gaping maw.

Identifying the creature ⇒ DC 12 Knowledge (arcana) check:
You identify the coiled creature as being a tatzlwyrm. Tatzlwyrms are thought to be primeval relatives of true dragons, having branched off the line millennia ago and evolved in a way that sets them notably apart. Undersized compared to their larger cousins, tatzlwyrms are nonetheless ferocious in their own right. And while tatzlwyrms are hardly impressive specimens when put beside their notorious relatives, most other reptiles can't compare to them mentally. They understand Draconic, though other languages are beyond most tatzlwyrms' limited comprehension. Nevertheless, tatzlwyrms are deeply cunning, building complex lairs and rudimentary traps.
Tatzlwyrms are quite rare, and only a few particularly curious and lucky adventurers can claim to have seen a living specimen. Reports do agree on some basic features, however. About the size of a full-grown human, tatzlwyrms have only two limbs and no wings, and possess a weak poisonous breath similar to the breath weapons of their true dragon relatives. An adult tatzlwyrm is 6 to 8 feet long, including its winding, organless tail, and it weighs between 400 and 500 pounds. A tatzlwyrm's scales give the creature limited camouflage, ranging through various shades of green, brown, and gray.
Like true dragons, tatzlwyrms are strict carnivores. They spend most of their time hiding, waiting to attack any prey that ventures too near. They consume their food slowly in the dark security and seclusion of their lairs. Tatzlwyrms have a remarkable knack for ambush and camouflage.

Expanded Ecology + 1 Special Ability ⇒ DC 17 Knowledge (arcana) check:
A tatzlwyrm's breath contains a poisonous vapor. While grappling, instead of making a bite or rake attack, a tatzlwyrm can breathe poison into its victim's face. A tatzlwyrm must begin its turn grappling to use this ability—it can't begin a grapple and use its poison gasp in the same turn.
Tatzlwyrm poison: Breath—inhaled; save Fort DC 12; frequency 1/round for 2 rounds; effect 1d2 Str damage; cure 1 save. The save DC is Constitution-based.

---

Tatzlwyrms are more primeval than dragons in evolutionary terms. They branched off the family line millennia ago, and didn’t advance in the same ways. Undersized compared to their larger cousins, tatzlwyrms are ferocious in their own right. And while most other reptiles can’t compare to them mentally, tatzlwyrms are hardly impressive specimens when put beside their notorious relatives. Tatzlwyrms don’t possess a dragons’ raw capacity for intelligence and creativity. Although they understand Draconic, other languages are beyond most tatzlwyrms’ limited comprehension. Nevertheless, tatzlwyrms are deeply cunning, building complex lairs and rudimentary traps.
Tatzlwyrms are quite rare, and only a few particularly curious and lucky adventurers can claim to have seen a living specimen. Reports do agree on some basic features, however. About the size of a full-grown human, discounting their tails, tatzlwyrms have only two limbs and no wings, and there are no reports of the classic draconic breath weapons, though tatzlwyrms do possess a weak poisonous breath. An adult tatzlwyrm is 6 to 8 feet long, its long, serpentine tail adding another 6 feet or so to its length, and weighs between 400 and 500 pounds. A tatzlwyrm’s scales give the creature limited camouflage, ranging through various shades of green, brown, and gray.
Most knowledge of these smaller dragons comes from folklore local to areas with active nests. Peasants use tatzlwyrms as a sort of bogeyman, an excuse used any time a villager goes missing—“the tatzlwyrms took ‘em!” Often, when hunters fail to nab their quarries, tatzlwyrms become the scapegoats—“I would have had that elk, but a tatzlwyrm grabbed him before I could take my shot.” Some of these stories probably do have merit, however; tatzlwyrms are notoriously vicious, particularly to any creatures invading their territories, and those on the wrong end of their bites rarely survive.
Like full dragons, tatzlwyrms are strict carnivores. They spend most of their time hiding, waiting to attack any prey that ventures too near. They consume their food slowly in their lairs, in the dark security and seclusion they thrive on. Tatzlwyrms have a remarkable knack for ambush and camouflage.
Tatzlwyrms are capable of rudimentary trapping. They exhibit a surprising knowledge of appealing foods to use as bait for their prey. For example, a tatzlwyrm female may leave a fresh rabbit carcass or a pile of fruit outside its lair. When a larger animal approaches, the tatzlwyrm takes advantage of the creature’s vulnerability while eating and pounces from a privileged vantage point. Then she drags the body into her lair to be consumed at her leisure.
Tatzlwyrms detest open spaces. They inhabit solely out-of-the-way locales that are full of obstructions to better facilitate their ambushes. Locations rife with weakened obstacles such as rotten or fallen trees or other difficult terrain are especially preferred, as they act as natural traps.
While there are a several varieties of tatzlwyrm, all breeds have a few universal traits. Every tatzlwyrm has a row of long spines running from the top of its head to the end of its tail. They also possess dewlaps of spikelike scales hanging under their necks. These spikes and spines give the creatures a larger appearance, frightening away the few predators capable of causing tatzlwyrms significant harm, and also offer limited protection to vulnerable spots.
Able to see in pitch darkness, the tatzlwyrm’s daylight vision is full-color; they are quite capable of sensing movement at long distances. Their vision is heavily triggered by bright colors and rapid motion, this being a tool they use to better respond to food and threats. They also have limited sense of smell, responding strongly to chemicals and pheromones. Creatures in heat are bound to draw unwanted and potentially fatal attention from any nearby tatzlwyrms.
Tatzlwyrms live between 20 and 30 years if allowed to survive to old age, reaching full size after only 6 months of rapid growth.

Habitat & Society + 2 Special Abilities + Immunities ⇒ DC 22 Knowledge (arcana) check:
A tatzlwyrm possess the pounce and rake special abilities. They’re immune to paralysis and sleep effects.

---

Nesting is core to a tatzlwyrm’s day-to-day existence. Natural burrowing is beyond their basic capabilities, and laziness prevents them from complex and timeconsuming tasks like constructing more elaborate lairs, so tatzlwyrms nest in naturally hollow areas such as large trees, caves, or under overhangs, where they can make dry nests.
Tatzlwyrms retain the hoarding instincts of their draconic relatives, maintaining dens full of bones and various items torn from their prey, though tatzlwyrms have little concept of the value of such objects. They have a special interest in shiny things, and tatzlwyrms usually have a disproportionate number of small gems and other glittering trinkets (both worthless and valuable) in their small hoards. In many cases, tatzlwyrms dedicate more time to hiding their hoards than building their nests.
Female tatzlwyrms attract males with scent signatures, inviting them into their dens. After mating, the female hibernates for upward of a month during gestation until she produces eggs, while the male guards the nest. During mating season, tatzlwyrms maintain small, temporary family units, but hatchlings only stay in the nest for a few months before being driven out. Afterwards, the mated pair breaks up, often violently. Vicious in mating as in all things, nearly half of all tatzlwyrm pairings result in the death of one or even both participants. Tatzlwyrms average between one and three surviving whelps out of an annual clutch of eggs, so they rarely multiply rapidly.
The various breeds of tatzlwyrm owe distinction primarily in their preferred habitats. The vast majority dwell within deep forests, living amongst dead trees and bogs. The rarest breeds have a preference for volcanoes, and bear a natural resistance to fire.
While generally quite patient, tatzlwyrms have tempers beyond compare. Once provoked, they fight to the death. Their jaws are powerful, and they refuse to let go until an enemy is dead. Against most targets, this means snapping their jaws around a victim’s neck and shaking until blood loss or a broken neck ends the struggle. A tatzlwyrm’s poison, while not particularly potent, helps subdue enemies less capable of resistance. Unlike many animals, a tatzlwyrm’s killer instinct doesn’t end with the death of the creature in its jaws. Often, if other creatures are moving in the vicinity of a kill, the tatzlwyrm pursues them as well once it has dealt with the threat at hand.

The creature appears to have noticed you and quickly starts to slither forward.

--------------------------------
---- INITIATIVE ORDER ----
--------------------------------

Jacobus
Roksana
Kryolani
Serolt & Regin
Foe
__________________________________________
I’ve assumed everyone (including Roksana) has dismounted. If that’s not the case, and anyone would have wanted to stay mounted, please let me know.

New Roll20 map available!

GM Rolls:

--- RANDOM ENCOUNTERS ---

Entering a new hex (5%): 1d100 ⇒ 61

Exploring an unclaimed hex (15%): 1d100 ⇒ 27

Camping in an unclaimed hex (15%): 1d100 ⇒ 86

----- ENCOUNTER DETAILS -----

The other one is out hunting? (50% is out hunting): 1d100 ⇒ 37

----- INITIATIVE -----

Jacobus: 1d20 + 5 ⇒ (20) + 5 = 25
Kryolani: 1d20 + 5 ⇒ (13) + 5 = 18
Roksana: 1d20 + 5 ⇒ (13) + 5 = 18
Serolt: 1d20 + 4 ⇒ (9) + 4 = 13

Tatzlwyrm: 1d20 + 2 ⇒ (3) + 2 = 5

Kryolani: 1d20 + 5 ⇒ (11) + 5 = 16
Roksana: 1d20 + 5 ⇒ (13) + 5 = 18


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

Jacobus sighs, "Well, do we ran away again? I hope that wasn't what killed the unicorn."

He looks at Kryo, "Any idea what that thing is? It doesn't look friendly."

He then loads a flaming bolt to his crossbow and waits for his companions to act.


NG Female Half-Orc Cavalier 2
Skills:
Climb +5, Handle Animal +4, Intimidate +1, Prof. Soldier +6, Survival +6, Swim +6
| HP 22/22 | AC 17 (11 Touch, 16 Flat-Footed) | CMB +7, CMD 18 | Fort. +5, Ref. +1, Will +0 | Init. +5 | Perc. +7, Sense Motive +6, Darkvision 60ft | Speed 30ft | . | | Active conditions:

"That thing will be on us by the time we reach the horses and mount up!" Roksana answers Jacobus as she draws her weapons and steps forward. She scans the strange dragon like creature looking for any signs of weakness. "Just try to get passed me!" She shouts at it, banging her weapon against her shield hoping to keep it's attention off her friends.

___________________________________________________________

5' Step.
Swift Action: Cavaliers Challenge
Standard Action: Share Precise Strike with allies for 4 Rounds


LG Male Human (Brevic) Sorcerer 2 | HP 12/12 | AC 12 (11 Touch, 11 Flat-Footed) | CMB +1, CMD 12 | Fort. +2, Ref. +2, Will +4 | Init. +5 | Perc. +5, Sense Motive +1 | Speed 30ft | Claws: 7/7 | Spells: 1st 4/4 | Active conditions: None.

"Ahh! I know this one! Tatzlwyrms! They breath poison into your face if they grab you!"

knowledge arcana: 1d20 + 7 ⇒ (12) + 7 = 19

Kryolani draws his wand as he steps up behind Roksana.

"They're like the stunted, immature, imbred versions of dragons. Still dangerous though. Are these one of the things we have a bounty for?"


HP: 33/33, AC: 19 (f15/t15), Fort +6, Ref +10, Will +5 [Regin: HP: 45/45, AC: 25 (f22/t15), DR 5/evil, Fort +8, Ref +12, Will +3]

Tatzlwyrms?

”At least it’s not invisible!” Serolt smiles. Here’s a foe they can beat… he hopes.

He moves to the left as he draws his bow. He takes a quick shot at the snake-like creature as he commands Regin to ”Heel!” for now.

____________________________________

Status:
Weapon Equipped: Bow
Cold Iron Arrows: 20/24
Cold Iron Silver Blanch Arrows: 10/10
+1 Animal Bane Arrows: 6/6
Conditions: Keen (1 week from 3, Desnus)
longbow: Attack: BAB +1, Dex +4 Damage: Str +2
melee: Attack: BAB +1, Str +2 Damage: Str +2
Spells (Caster Level 2, Concentration +4)
Zero (12): Detect Magic, Light, Stabilize
First (13): Cure Light Wounds, Good Berry
- - -

Longbow (magic): 1d20 + 5 ⇒ (1) + 5 = 6
damage: 1d8 + 2 ⇒ (5) + 2 = 7


Male N Human Inquisitor 3 | CMB: 4, CMD: 16 | F: +5, R: +4, W: +6 | Init: +5 | Perc: +9, SM +10 | Speed 40ft (30ft in armor) |

Poison and grab you was all Jacobus needed to hear.

He pronounced his judgement on the beats and it foretold its destruction.

He then sighted and released his flaming bolt along with a prayer to Abadar...

________________
pronounce destruction judgement
crossbow to hit, flaming bolt: 1d20 + 2 ⇒ (18) + 2 = 20
damage: 1d8 + 1 + 1 + 1d6 ⇒ (6) + 1 + 1 + (4) = 12


Male N Fire Pelt | HP: 10/10 | AC: 16 (15 Tch, 11 Fl) | CMB: +2, CMD: 18 | F: +4, R: +8, W: +1 | Init: +5 | Perc: +1, SM: +1 | Speed 50ft | Active conditions: None.

Regin pulls at the creature, clearly wanting to sink his teeth into so strange and unnatural a beast. Hearing his masters call though, he heels and follows Serolt.
____________________________________

Status:
Conditions: None
Tricks: Attack x2, Flank, Heel, Sneak, Track, Watch
melee Attack BAB +1, Dex +5 Damage Str +1
- - -

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