GM Woran's Rise of the Runelords

Game Master Woran

sandpoint information

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GM cheat sheet:

[dice=initiative Vitro]1d20 + 3[/dice]
[dice=initiative Justin]1d20 + 3[/dice]
[dice=initiative Snowflake]1d20[/dice]
[dice=initiative Dayo]1d20 + 7[/dice]
[dice=initiative Eoghan]1d20 + 2[/dice]

[dice=perception Vitro]1d20 + 5[/dice]
[dice=perception Justin]1d20[/dice] or +10 with scent
[dice=perception Snowflake]1d20 + 1[/dice]
[dice=perception Dayo]1d20 + 5[/dice]
[dice=perception Eoghan]1d20 + 12[/dice] +1 for traps

[dice=will save vitro]1d20 + 2[/dice]
[dice=will save Justin]1d20 + 5[/dice]
[dice=will save snowflake]1d20 + 10[/dice]
[dice=will save Dayo]1d20 + 4[/dice]
[dice=will save Eoghan]1d20 + 8[/dice]

[dice=fort save vitro]1d20 + 2[/dice]
[dice=fort save Justin]1d20 + 4[/dice]
[dice=fort save snowflake]1d20 + 11[/dice]
[dice=fort save Dayo]1d20 + 10[/dice]
[dice=fort save Eoghan]1d20 + 9[/dice]

[dice=reflex save vitro]1d20 + 4[/dice]
[dice=reflex save Justin]1d20 + 4[/dice]
[dice=reflex save snowflake]1d20 + 4[/dice]
[dice=reflex save Dayo]1d20 + 14[/dice]
[dice=reflex save Eoghan]1d20 + 5[/dice]

[dice=Stealth Vitro]1d20 + 5[/dice]
[dice=Stealth Justin]1d20 + 4[/dice]
[dice=Stealth Snowflake]1d20 - 1[/dice]
[dice=Stealth Dayo]1d20 + 4[/dice]
[dice=Stealth Eoghan]1d20 + 5[/dice]


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HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

Too tired to go home, Eoghan removes his armour and joins Justin on the pew.


Male agathion-blooded Aasimar (Idyllkin) Oracle 3/paladin 2| HP 52/52 | AC 21 T13 FF 21 | CMD 19| F +11 R +4 W +10 | Init +0 | Per +1| Speed 20 Ft | Spells: 1st 6/6 | concentration +8| morningstar +6 (1d8+2)|channel positive energy 4/day 2D6

Snowflake sighs like he has a headache.
"No, Justin, this is not the part where killing this "Head Vampire" of yours, grant salvation for..these children. The gods, however, might grant me the power to heal them myself, if I get to survive this experience"

Scarab Sages

Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

"well keeping you alive just moved up the priority list a little bit. "

Justin gets some tea, ,though his hands shaking a bit with the cup.

"how far out is this place? "


Dead Suns:

Ive just checked the leveling milestones, and it comes at a real awkward spot. It would be best to level now, otherwise the leveling will interrupt the flow. So, *ding*, you're level up!


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

Woo! Notable thing for me is that I've become immune to fear and diseases now. The rest are just increases on what I already have.
I've already leveled and updated my profile. Just need to pick a useful feat.


Init +3 | Perception +5; Sense Motive -2 | AC 17; Touch 13; FF 14 | CMD 15 18 ES | F +2; R +4; W +2 | Speed: 30 | HP 26/26 | Spells Active: Mage Armor, Shield | Conditions: none | Spells remaining: {1:0/5, 2:4/4 } | Arcane Reservoir 5/8

Right, let's get on that. What new spells to take... definitely Create Pit cuz it's an Earth school spell. And Blindness/Deafness to get some Fort action going.


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

Woran, would you allow a Half-Elf to take either an Elf or a Human feat? It's forbidden in Society play, but this doesn't necessarily follow that rule. Not even sure if I'm going to need it, but good to know later down the line.

Anyone else know a good feat to take? I'm very boring and usually take the standard ones, but I'd like to expand my horizons a bit.
Was thinking of Step Up, but in PbP that's a hassle.


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft
''Vitro'' Wizjietroczenon wrote:
Right, let's get on that. What new spells to take... definitely Create Pit cuz it's an Earth school spell. And Blindness/Deafness to get some Fort action going.

Depends, what do you want to focus on? I think Justin's got the buffing part covered, do you want to go boom, crowd control, or something else? Also, I assume level 2 spells, right?

I'll edit this post as I find cool spells.
Big fan of Burst of Radiance, though maybe now it gets diminishing returns as you've reached the damage cap.
Lipstitch is nice to shut up spellcasters, Pilfering to grab greatswords from barbarians and such, See Invis...


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

Aha, I've found my feat! It's circuitous, but good: Extra Slayer Talent --> Rogue Talent --> Trap spotter. I get an automatic check when I'm within 10 feet of a trap.


Dead Suns:

For those of you multiclassing, can you also put the numer of levels of each class in your profile? Its easier if I have to check something.
Regarding elf/human feats, sure you can take them, if they make sense.

Sovereign Court

Eoghan Miskos wrote:
''Vitro'' Wizjietroczenon wrote:
Right, let's get on that. What new spells to take... definitely Create Pit cuz it's an Earth school spell. And Blindness/Deafness to get some Fort action going.

Depends, what do you want to focus on? I think Justin's got the buffing part covered, do you want to go boom, crowd control, or something else? Also, I assume level 2 spells, right?

I'll edit this post as I find cool spells.
Big fan of Burst of Radiance, though maybe now it gets diminishing returns as you've reached the damage cap.
Lipstitch is nice to shut up spellcasters, Pilfering to grab greatswords from barbarians and such, See Invis...

The problem with Lipstitch is that they can overcome it. Blindness is more reliable and does more on non-casters. Burst of Radiance is an idea, I do have Intensify Spell. Could be a thing next level. See Invisibility I already have.


[retired]

Oh wow, cool. Dayo needs to balance out his Monk/Paladin levels, so he'll now be PLD-3/MNK-2. Evasion is my biggest noteworthy addition this level.

I have my levels and archetypes listed on my profile, but I'll add them to my header ^_^

EDIT: Oh! I get Combat Reflexes this level. How do you want to handle that, Woran? Dayo's number of AoOs and their to-hit and damage depend on his size and buffs. You want to just tell me when to roll them?


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft
GM Woran wrote:

For those of you multiclassing, can you also put the numer of levels of each class in your profile? Its easier if I have to check something.

Regarding elf/human feats, sure you can take them, if they make sense.

Dayo makes a good point. Want the levels in my header?

I've made a new spoiler tab in my profile that details my class and level choices.
I also chose as Paladin mercy to remove fatigued. Technically sickened is worse, but I think fatigue is more common.


[retired]

Do we have loot to sell and time to buy stuff? I think by Level 5 we're overdue for magical weapons.

Also I think I wasn't calculating Background skills correctly. When I re-added everything up, I was 3 ranks short, so I put them into Perception.

Totally didn't realize Eoghan was part Paladin. That makes 3 of us ^_^


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M Large Canine Level 3 druid

only lawful adventuring party ever


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft
Dayo wrote:
Totally didn't realize Eoghan was part Paladin. That makes 3 of us ^_^

Yeah, haven't been able to use it much. In Thistletop I kept getting knocked out before I could do something, and didn't want to use anything on the Ghouls. But yeah, I can Smite if I want to, and I have Lay on Hands. Again, that would've been nice to use if I wasn't getting knocked out all the time. :P

But yeah, two levels Slayer to get Trapfinding, but other than that I don't get much from it, so I intend to stay Paladin for a while, I think. Maybe dip Swashbuckler down the line somewhere. :P


[retired]

The Paladin part of me is the Swashbuckling archetype. I think Level 7 is when I can Riposte. But since my weapon only crits on a 20 it'll be rare that I regain a Panache Point.


Dead Suns:

Having the classes clearly in the profile helps. It doesnt have to be in the tag line. It will start to matter somewhere down the line :P

There is some time to shop before you leave for Foxglove manor.


Male agathion-blooded Aasimar (Idyllkin) Oracle 3/paladin 2| HP 52/52 | AC 21 T13 FF 21 | CMD 19| F +11 R +4 W +10 | Init +0 | Per +1| Speed 20 Ft | Spells: 1st 6/6 | concentration +8| morningstar +6 (1d8+2)|channel positive energy 4/day 2D6

Updated my char as well. Now level three oracle. Got Energy Body for healing, my channel does now 2D6, so I took selective channel. I can not cure disease yet, but I can diagnose them now and maxed my heal skill. I can now also life link the entire party. I might drop Selective Channel, and go for Extra revelation, and choose another one, but the good ones are level locked. I could go the one that gives me a +4 to Heal, or the one that doesn't make me provoke AoO, but I do not have enough spells to make that viable, while I have other ways to heal in battle


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

Energy Body is a nice ability. The +4 to Heal is not so hot, IMHO. If you're worried about your Heal skill I can dump some points in it next level (it's only +7 now, with 2 ranks).
I've upped my Survival and Sense Motive this level quite a bit, I noticed we were lacking in that. Hopefully next level I can spread out a bit more and pick up other skills. Background skills went into Engineering and Geography. Not amazing at either (+6 and +9, respectively), but at least a good shot at aiding and knowing if someone else fails.

Scarab Sages

Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

Justin wakes up, pokes his lumpy Eoghan mattress , and pries himself bodily from the sweet clutches of sleep by rolling over onto the floor. He heads to the bathroom in what only the most polite attempts at not being speciest wouldn't describe as a scurry towards the facilities before returning to open his grimoire on the pew.

His spell "book"...is apparently an amalgamation of different size shaped colored and textured bits of paper , althought the stitching holding it all together is exquisitely precise and the mottled felt cover seems to be newish. He studies it intently, barely taking his eyes off of the pages as he prestidigitates the clothing spotless.

"I think the foxgloves are looking for a more timely arrival than a publicly presentable one. Any word if Vovoshali got a message through? I can send a message back but you'd need to leave someone here. It comes right to a spot not to a person. And there's no guarantee I'll have the spell to spare for it."

"PLEASE be careful while we're gone. There could be another goul army out there, or he may pass by us and come for the priest. I mean he was really distracted doing long division with dayos piles of silver. "

One quick trip to the alchemists and he's ready to go.


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

Eoghan groggily wakes up, relieves himself, and inspects his face in a mirror. He's growing quite some stubble now, but he shrugs and doesn't even bother combing his hair. He watches Justin clean his clothes, then self-consciously smells his own shirt.
"Er, Justin? If it's not too much trouble, could you clean my clothes as well?"

You get the feeling he's asking more for your sake than for his own.

Scarab Sages

Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

"Hmmm again? " sniff.. sniffs. "Definitely "


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Dead Suns:

A quick breakfast and a trip round the shops, and you're back in the saddle.
The route leading out to Foxglove Manor is a 3-mile hike along a narrow path that follows the Foxglove River from the covered bridge where it flows under the Lost Coast Road to the dark sea cliffs overlooking the Varisian Gulf. Here, wild sea birds call out to a roaring ocean that churns hundreds of feet below.
As you near Foxglove Manor, it almost seems as if nature herself has become sick and twisted. Nettles and thorns grow more prominent, trees are leaf less and bent, and the wind seems unnaturally cold and shrill as it whistles through the cliffside crags. The path slowly rises, bending around a steep corner in the cliffs, and then Foxglove Manor looms at the edge of the world.
The strangely cold sea wind rises to a keening shriek as Foxglove Manor comes into view. The place has earned its local nickname of the “Misgivings” well, for it almost appears to loathe its perch high above the ocean, as if the entire house were poised for a suicide leap.
The roof sags in many places, and mold and mildew cake the crumbling walls. Vines of diseased-looking gray wisteria strangle the structure in several places, hanging down over the precipitous cliff edge almost like tangled braids of hair.
The house is crooked, its gables angling sharply and breached in at least three places, hastily repaired by planks of sodden wood. Chimneys rise from various points among the rooftops, leaning like old men in a storm, and grinning gargoyle faces leer from under the eaves.

updated the map


[retired]

"This place could use a Hermean touch," Dayo says as he calmly walks forward.


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

"Wow, I'm not sure what I was expecting, but it certainly wasn't... this. This is too depressing, even for me."

Eoghan takes a look around to see if anything catches his eye. He also pays special attention to the remains of whatever building is nearby.

Perception, +1 in case of traps: 1d20 + 12 ⇒ (12) + 12 = 24


Dead Suns:

It’s impossible to tell how many floors the outbuilding that stood here once had, for all that remains are the sooty, scorched stones of its foundation. To the east, a four-foot-wide stone well sits, partially collapsed, in the corner of the ruins. If Eoghan had to guess, the well is about a 100 ft. deep.
As Dayo and Eoghan approach the building, a few sickly looking ravens that were perched on the foundation stone clumsily fly away.


Init +3 | Perception +5; Sense Motive -2 | AC 17; Touch 13; FF 14 | CMD 15 18 ES | F +2; R +4; W +2 | Speed: 30 | HP 26/26 | Spells Active: Mage Armor, Shield | Conditions: none | Spells remaining: {1:0/5, 2:4/4 } | Arcane Reservoir 5/8

"Was anyone actually supposed to be living here?"

Vitro looks suspiciously at the gargoyle trying to catch it moving.


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

Eoghan catches Vitro eyeing the gargoyle.

"Want me to throw a rock at it? You can never be to sure."

By the way, Mirror Image is up again. I don't trust this place.


[retired]

"Shall we knock, first?"

Scarab Sages

Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

"Technically it's a grotesque. To be a gargoyle it would have to shoot the water off the building and be functional, making a "gargling" sound. Hence the name. "

Justin gets going on his 15 second work day

"Group hug

Mage Armor Dayo (the rest of his life)
+4 dex Reduce person dayo ((6 minutes)
+6 dex Cats Grace Dayo (extended from trait)= 16 minutes

+4 str Enlarge person Eoghan (6 minutes)
+6 str Bulls Strength Eoghan (6 minutes)

"Lets not pretend they don't know we're coming. Those spells don't last long. Yet. "


[retired]

Holy Jesus.

Dayo draws his newly enchanted broadsword. It glows with a soft bluish light. "Very well. But we will not make the same mistake we made in the corn field. If we aren't sure of someone's intent, we talk first."


Init +3 | Perception +5; Sense Motive -2 | AC 17; Touch 13; FF 14 | CMD 15 18 ES | F +2; R +4; W +2 | Speed: 30 | HP 26/26 | Spells Active: Mage Armor, Shield | Conditions: none | Spells remaining: {1:0/5, 2:4/4 } | Arcane Reservoir 5/8

Vitro casts Mage Armor but keeps Shield in reserve for now, maybe the monsters will never get past the... monsters...


[retired]

Probably should update the "GM Cheat Sheet" with our new numbers.


Dead Suns:

Very well, place yourselves in front of the door you want to try, as there are two sets.


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

Maybe keep off the Enlarge Person for now. I don't mind taking hits, but let's see if the house can even accommodate a large me.
The Bull's Strength is +6, right?


M Large Canine Level 3 druid
Eoghan Miskos wrote:

Maybe keep off the Enlarge Person for now. I don't mind taking hits, but let's see if the house can even accommodate a large me.

The Bull's Strength is +6, right?

It's a full round action to get off and the big bonus behind it is reach. It's a manor (well, a (*#*$#$ing palace to justin) If the place is small I can drop it and throw it back up, it's only a first level spell. The second level spell slots are "my precious" atm...


Init +3 | Perception +5; Sense Motive -2 | AC 17; Touch 13; FF 14 | CMD 15 18 ES | F +2; R +4; W +2 | Speed: 30 | HP 26/26 | Spells Active: Mage Armor, Shield | Conditions: none | Spells remaining: {1:0/5, 2:4/4 } | Arcane Reservoir 5/8

"Would you like me to try to open the doors remotely, or do you want to be up close? Eoghan, are you satisfied the doors aren't trapped?"


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

If you're okay with it, I have no qualms with being embiggened. Large Eoghan it is. It's mostly that I feel bad for being buffed up the wazoo.

Eoghan takes another good look at the front doors, just in case.

Perception, +1 in case of traps: 1d20 + 12 ⇒ (9) + 12 = 21

If I see nothing, I give the okay to open the door.


[retired]

Remotely first, then if that doesn't work, Dayo up front and Eoghan directly behind for reach.

Scarab Sages

Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

"Punching people in the face and healing them up later if we're wrong wrould be faster "


[retired]

"I prefer focusing on kyūsho... Or how do you say... I think you call them 'pressure points', in Common."

Scarab Sages

Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft
Dayo wrote:
"I prefer focusing on kyūsho... Or how do you say... I think you call them 'pressure points', in Common."

"That would be the face "


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M Large Canine Level 3 druid

I moved us up on the assumption that open/close wouldn't work. We don't get that lucky.


[retired]
Justin Norvegicus wrote:
Dayo wrote:
"I prefer focusing on kyūsho... Or how do you say... I think you call them 'pressure points', in Common."
"That would be the face "

"Oh. Okay. Thank you. Common has so many words that mean multiple things!"


Dead Suns:
BigNorseWolf wrote:
I moved us up on the assumption that open/close wouldn't work. We don't get that lucky.

The door doesnt respond to open close but doesnt seem to be trapped.

Trying the handle, it doesnt turn, the door appears to be locked.


HP 45/49 | AC17 T10 FF15 CMD20 (+1 on all vs traps)| F+9 R+5 (+6 for traps) W+8 (immune to fear and disease)| Init+2 | Perception +12 (+1 for traps) (automatic Perception check within 10 ft of a trap, at +13), low-light vision | speed 20 ft

"Ergh, okay, let's try this again. Snowflake, could you give me a Guidance?"

Eoghan fishes out his lockpicks and starts fiddling with the lock.

I'll do a take 10 first. If it's not trapped, I can take 10 anyway, and it's easier than rolling all the time. Take ten will give me a 24, after armor check penalty. I'll roll some dice just in case that doesn't cut it. Opening a lock is a full-round action, if I have my rules right.
Removing my armour gives me a +2 to the check, but it takes too long and our buffs will disappear.

Disable Device checks, including re-application of Guidance:

Disable Device: 1d20 + 14 ⇒ (4) + 14 = 18
Disable Device: 1d20 + 14 ⇒ (6) + 14 = 20
Disable Device: 1d20 + 14 ⇒ (4) + 14 = 18
Disable Device: 1d20 + 14 ⇒ (9) + 14 = 23
Disable Device: 1d20 + 14 ⇒ (20) + 14 = 34
Disable Device: 1d20 + 14 ⇒ (6) + 14 = 20

Hope that fifth try does it, otherwise we're screwed. Takes 36 seconds, total. First the take 10, then five more tries.

EDIT: wait, -1 on all those checks. Being large gives me a -2 to DEX.


[retired]

Lol.

Scarab Sages

Male Ratfolk HP 42/42 | AC 19 T 14 FF 16 | CMD 10| F +4 R +4 W +5 +2 vs disease | Init + 3 | Perception +0/ +10 with scent I Speed 20 Ft

Justin points to Eoghans sword.

"Next time just knock "


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Dead Suns:

Haha you fall for my diabolical plan! The locked door!

For a house that looks so dilapitated, the lock is of great quality, and only on the sixth try does Eoghan manage to open it.
The doors swing open surprisingly easy.

The sound of the house straining and creaking gives this long, high-ceilinged room an additional sense of age and decay. The place smells damp, the unpleasant tinge of mold lacing the air as surely as it stains the wooden floor, walls, and furniture in pallid patches. Moldering trophies hang on the wall to the northeast: a boar, a bear, a firepelt cougar, and a stag, yet they pale in comparison to the monster on display in the center of the room.
Here crouches a twelve-foot-long creature with the body of a lion, a scorpion’s tail fitted with dozens of razor barbs, huge batlike wings, and a deformed humanoid face.

The light troughout the ground floor is dim as the windows are very filthy

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