JZ's Carrion Crown - (Wake of the Watcher) (Inactive)

Game Master JamZilla

Map

LOOT


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Let's do initiative

Initiative:

Kazamir init: 1d20 + 0 ⇒ (3) + 0 = 3
Vala init: 1d20 + 0 ⇒ (9) + 0 = 9
Hazel init: 1d20 + 3 ⇒ (14) + 3 = 17
Raj init: 1d20 + 6 ⇒ (20) + 6 = 26
Constantin init: 1d20 + 1 ⇒ (10) + 1 = 11
Zed init: 1d20 + 4 ⇒ (11) + 4 = 15

Lopper: 1d20 + 7 ⇒ (16) + 7 = 23

Round 1 - Enemy

The Lopper's eyes fix on the movement of Raj's hand to the hilt of the warden's sword but are instantly drawn to his other hand. His axe-hand. The Lopper's axe.

Heeeeeeyyyyy! You brought it back! he says, delighted. Plus you used it on Dwinhak, does that mean he counts as mine again? He was always bumping into things and making a racket though. Listening to that forever and ever and ever and ever and ever and ever and ever and ever and ever and ever and ever and ever and ever and ever and ever and ever and ever and ever and ever and ever and ever and ever and ever...... that would have been a real drag. If I’d known I wouldn’t have killed him in the first place! he laughs.

Don't worry about putting me to rest pale-face, he says to Zed. you guys have already done me a huge favour in getting rid of Ferramin. I got me a score of 44 and only he had more than that in here. Let's see if I can get it to 50!

He snatches up his massive ghostly axe, an oversized version of that which Raj holds, and floats across the surface of the grated pit.

Lopper, Raj, charge, touch attack: 1d20 + 7 ⇒ (9) + 7 = 16 Hit
Negative energy damage: 1d12 ⇒ 10 and Bleed: 1d6 ⇒ 4

Lop, lop, lop, lop, lop, lop! he sings as he swings his axe. It passes through Raj and where it enters his bloody a huge bloody gash appears.

Round 1 - Heroes

Latest Map
The Lopper


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kazamir weaves through his friends, never taking his eyes from the Lopper's shade. When he reaches a clear position, he concentrates, firing a pair of barely-visible distortions from his Third Eye at their foe.

Move to H30, Magic Missile the Lopper.

2d4 + 2 ⇒ (4, 3) + 2 = 9


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Oh good. Another incorporeal undead and I've already used my judgement for today.

Zed grimaces at the ghostly creature. Only one thing to do... He raises his hand and blasts a ray of negative energy, then moves forward towards the creature. "Come on now, too afraid of me?"

Ranged Touch: 1d20 + 4 ⇒ (13) + 4 = 17
Positive Energy Damage: 1d6 + 2 ⇒ (2) + 2 = 4


I'll get to you in a second, baldy! the Lopper jests, his already impossible grin spreading further. Got to deal with ugly here, first!


F Human Iconic Cleric 4 | HP 35/35 | AC 17 (FF 17 Touch 10) CMD 15 | Init +0 | Fort +6 Reflex +3 Will +9 | Per +4, SenMot +4 | Spd 30'

Rajuna groans in surprise and pain as the Lopper's spectral axe somehow leave a very real wound on his neck. Gritting his teeth, he focuses on the hateful undead and brings its favorite axe to bear.

Studied Target.

Axe: 1d20 + 8 + 1 ⇒ (15) + 8 + 1 = 24
Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

For the next round Rajuna has +2 to will saves and diehard.


The Lopper's own axe swings at it's former owner and, to Rajuna's surprise, buries itself in the spirit's torso. He feels it rip through muscle and flesh and bone as if he were striking at any other man causing the spirit to howl in surprise and pain.

Against the Lopper, it gains the Ghost Touch ability


F Human Iconic Cleric 4 | HP 35/35 | AC 17 (FF 17 Touch 10) CMD 15 | Init +0 | Fort +6 Reflex +3 Will +9 | Per +4, SenMot +4 | Spd 30'

Sweet.


Not for old Loppy


INACTIVE - GAME DIED

Constantin focuses and launches another forceful wave of mental energy.

Mind Thrust I, Will of the Dead: 3d6 ⇒ (4, 3, 4) = 11 (Will save DC 14 for half)


retired

Vala calls for Petros' aid once again, and within the span of a breath Petros' ghostly swordcane appears in the air, bobbing behind the Lopper. After a moment, it swishes twice, feinting, before stabbing into the Lopper's shoulder.

Knowledge (religion): 1d20 + 10 ⇒ (3) + 10 = 13

Spiritual Weapon: 1d20 + 6 ⇒ (15) + 6 = 21for: 1d8 + 1 ⇒ (7) + 1 = 8
if it has spell resistance... Caster Level Check: 1d20 + 7 ⇒ (7) + 7 = 14

Status:

HP: 21/21
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 12
F/R/W: +4/+1/+7 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets:
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (2+1+1*) | DC 15: cure light wounds [ ] [ ], know the enemy* [ ], produce flame (CL3) [ ]
Level 2 spells (1+1+1*) | DC 16: spiritual weapon [X] [ ], tongues [ ],

Ongoing Effects
spiritual weapon (1/3)


Inactive

Round 1

"Yes, we certainly can fight him," Hazel replies, a grim smile of satisfaction on her face as her starknife glows with a pale green light. "Lady Desna, guide my strikes!" she cries as she steps up next to Rajuna.

Standard to activate another Holy Strike Blessing, then a move to I34 beside Raj.


Mind thrust will save: 1d20 + 7 ⇒ (17) + 7 = 24


Even with her extensive knowledge of undead Vala is unable to identify just what the Lopper is. He clearly shares some characteristic with ghosts such as his incorporeal form but his other features are beyond her.

Round 2 - Enemy

Bleed damage to Raj: 1d6 ⇒ 4

As Raj's grievous wound continues to pump out blood, it does not drip from between his armor but rather dissipates into wisps of black smoke and floats over to the Lopper, mixing and rejuvenating him.

Lopper, Lop! Hazel: 1d20 + 7 ⇒ (8) + 7 = 15 Hit
Negative energy damage: 1d12 ⇒ 9 and Bleed: 1d6 ⇒ 5

The axe falls and slices into Hazel's shoulder, passing through her armor and slashing into the soft meat beneath.

Once again, the blood sprays to the Lopper's delight making him seem all the stronger.

Acrobatics: 1d20 + 9 ⇒ (17) + 9 = 26

The ghost then deftly dashes away from the melee and into one of the adjoining cells, passing directly through the rusted old door.

Round 2 - Heroes

Latest Map


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

If we can still target him, Zed fires. If not; Zed will wait until he can be hit again.

Ranged Touch: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d6 + 2 ⇒ (1) + 2 = 3


He is out of sight. You know which cell he went into but you'd need to go over there (move action) and open the door (second move action)


INACTIVE - GAME DIED

Constantin says, "We need to stop the bleeding! It's feeding him somehow. If he just hides while absorbing your life-force it's already over."

Heal: 1d20 + 2 ⇒ (8) + 2 = 10

Constantin fumbles awkwardly to staunch the flow of blood from Hazel's wounds but just winds up somewhat embarrassingly squeezing her injured shoulder.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

It might be better to come back and be more prepared for this. I can activate a fast healing judgement and everybody else can get prepared for the bleed damage and incorporeal enemy.


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retired

I'd rather we just finish this now, Zed. I'm eager, as a player, to be done with Harrowstone and move on. We can't call it quits for the day every time you pop a judgment. If you feel you'll have difficulty contributing to the fight, you take the clw wand off of Vala and patch up any wounds the Lopper causes. Any healing should stop the bleed effect unless the Lopper's sporting some special kind of bleed that keeps on truckin'.

Vala calls upon her healing magics to staunch Raj's wounds even as Petros' sword cane zips into the cell after the Lopper to press its attack.

Healing Hex (Raj): 1d8 + 3 ⇒ (8) + 3 = 11
Spiritual Weapon: 1d20 + 6 ⇒ (3) + 6 = 9for: 1d8 + 1 ⇒ (4) + 1 = 5

Status:

HP: 21/21
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 12
F/R/W: +4/+1/+7 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets: Raj
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (2+1+1*) | DC 15: cure light wounds [ ] [ ], know the enemy* [ ], produce flame (CL3) [ ]
Level 2 spells (1+1+1*) | DC 16: spiritual weapon [X] [ ], tongues [ ],

Ongoing Effects
spiritual weapon (2/3)


Is the spiritual weapon incorporeal and do you need to see the target to direct it?


retired

Not incorporeal, but it is a force effect, so it works vs incorporeal things. I figure there are bars in the cell the sword could slip through. As for needing to see the target, lemme double check! Ok: no mention of needing line of sight to a target, but since the target is the same, the sword pursues as best it can. HOWEVER, if the weapon passes from my sight, it returns to my side and bobs in the air.


F Human Iconic Cleric 4 | HP 35/35 | AC 17 (FF 17 Touch 10) CMD 15 | Init +0 | Fort +6 Reflex +3 Will +9 | Per +4, SenMot +4 | Spd 30'

Also the deadline was today. Granted we defeated the strongest ghost, that doesn't mean there's been an extension.

Feeling a lot stronger after Vala's touch mends some of his wounds and stops the bleeding, Raj stands stock still, ready to pounce when the Lopper returns.

Readying to strike with a 5-foot step if necessary when the Lopper comes back.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Woah, I was just worried about the rest of you dying. That's why I ask for OOC opinions before taking any action.

Zed will hold his attack from earlier until the Lopper appears.


Vala, unless you move the weapon will pass out of sight before it gets to attack and therefore appear back at your side


retired

I've got to shuffle up to I32 to give Raj the good touch healing hex treatment anyhow. Does that give me a good enough angle on the cell? If not, it's a crappy d20 roll anyway =P


Inactive

Round 2

"He's like a damn leech," Hazel groans as the Lopper zips into the far cell. "Thanks Constantin, but I think I can fix it for now..." she winces as the well-meaning psychic only manages to squeeze a little more blood from her wound.

Calling upon divine energies, the warpriestess attempts to heal the worst of her wounds.

Cure Light Wounds: 1d8 + 3 ⇒ (4) + 3 = 7

Burning a spell to spontaneously cast CLW and then moving back one space.


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

DAgnabbit! Lost a post!

"Zed! Be ready to cast again!" Kazamir calls as he crosses the room.

First move action to go to the door, second to open it, hopefully exposing the Lopper as a target to Zed, and allowing Vala to keep a line of sight on her spiritual weapon.


Round 3 - Enemy

Kaz runs forward and with a groan the door swings on it's hinges. Within, the Lopper looms, his ever-present grin as wide as ever.

Zed is able to target him with his beam of positive light but even that cannot dim that grin.

He steps forward and gleefully swings the axe at Kaz.

Touch, KAz: 1d20 + 7 ⇒ (10) + 7 = 17
Damage: 1d12 ⇒ 10 and Bleed: 1d6 ⇒ 2

Round 4 - Heroes

Latest Map


F Human Iconic Cleric 4 | HP 35/35 | AC 17 (FF 17 Touch 10) CMD 15 | Init +0 | Fort +6 Reflex +3 Will +9 | Per +4, SenMot +4 | Spd 30'

Assuming Kaz steps aside:

Rajuna leaps into action again. Stepping in alongside Kaz, the scarred Varisian brings the lopper's handaxe to bear a second time.

Chop: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed continues his barrage of positive energy, moving forward to the Lopper.

Ranged Touch: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d6 + 2 ⇒ (6) + 2 = 8


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kazamir steps back and fires another pair of magic missiles at the Lopper.

2d4 + 2 ⇒ (3, 1) + 2 = 6

5' step to G34. Move action: draw a vial of holy water.


As Kaz steps back the Lopper instantly follows him, keeping that maniacal grin in the detective's face.

Using the Step Up feat. Kaz you will need to make a caster check if you wish to continue with that Magic Missile defensively.


INACTIVE - GAME DIED

Constantin steps up behind Raj and tries as best he can to help Raj get a hit in on the Lopper with the cursed axe.

Aid Another: 1d20 + 1 ⇒ (17) + 1 = 18


F Human Iconic Cleric 4 | HP 35/35 | AC 17 (FF 17 Touch 10) CMD 15 | Init +0 | Fort +6 Reflex +3 Will +9 | Per +4, SenMot +4 | Spd 30'

If this step up shuffle puts the Lopper in a flankable position, Raj would gladly take it. A ghost touch weapon means he can pull off a sneak attack if the conditions are right.


Feral, working out positioning you could potentially get into a flanking position after the step up but you would need a successful acrobatics check to avoid an attack of opportunity


F Human Iconic Cleric 4 | HP 35/35 | AC 17 (FF 17 Touch 10) CMD 15 | Init +0 | Fort +6 Reflex +3 Will +9 | Per +4, SenMot +4 | Spd 30'

Spotting an opening, Rajuna tumbles into position.

Acrobatics!: 1d20 + 10 ⇒ (16) + 10 = 26

Sneak Attack: 1d6 ⇒ 3


retired

As the ghostly blade of Petros follows after the Lopper and presses its final attack, Pyth flits forward at Vala's gesture and pecks Kaz upon the shoulder before retreating back toward the old woman. Before Pyth can deliver her healing touch though, Vala sends another needle-thin beam of light toward their foe the ceiling. As the sword cane finishes its stroke, it shimmers from view.

Spiritual Weapon: 1d20 + 6 ⇒ (12) + 6 = 18for: 1d8 + 1 ⇒ (5) + 1 = 6
Healing Hex (Kaz): 1d8 + 3 ⇒ (1) + 3 = 4
Disrupt Undead: 1d20 + 2 - 4 ⇒ (2) + 2 - 4 = 0for: 1d6 ⇒ 6

Status:

HP: 21/21
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 12
F/R/W: +4/+1/+7 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets: Raj, Kaz
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (2+1+1*) | DC 15: cure light wounds [ ] [ ], know the enemy* [ ], produce flame (CL3) [ ]
Level 2 spells (1+1+1*) | DC 16: spiritual weapon [X] [ ], tongues [ ],

Ongoing Effects
spiritual weapon (3/3)

It's not a huge help, Kaz, but it'll at least stop any bleed effects you might be suffering.


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

concentration DC17: 1d20 + 7 ⇒ (17) + 7 = 24

Harking back to the old Tunnels and Trolls days...Take THAT You Fiend!

Also - Thanks, Vala! And you, Pyth


Round 5 - Enemy

Hazel, feel free to take your last round action as well

SliceSliceSlice and a DiceDiceDice la-te-da-te-da! the Lopper sings happily even as he is assaulted by spells and blade on nearly all sides. Nothing seems to phase him. As evil as Ferramin was, the Lopper's psychosis seems absolute.

Touch attack, Kaz: 1d20 + 7 ⇒ (9) + 7 = 16
Damage: 1d12 ⇒ 3 and Bleed: 1d6 ⇒ 3

He then steps nimbly away, through the wall and beside Raj in the cell.

Five foot step through the wall.

Round 5 - Heroes

Latest Map


F Human Iconic Cleric 4 | HP 35/35 | AC 17 (FF 17 Touch 10) CMD 15 | Init +0 | Fort +6 Reflex +3 Will +9 | Per +4, SenMot +4 | Spd 30'

Despite being denied the flank, Rajuna presses his attack. Driven by a single purpose, he chops with the axe melted to his hand and then slashes with the warden's blade.

Chop: 1d20 + 8 - 2 + 1 ⇒ (4) + 8 - 2 + 1 = 11
Damage (ghost touch!): 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11

Bah. This guy needs to re-die. I'll burn a hero point to reroll the attack.

Chop Reroll: 1d20 + 8 - 2 + 1 ⇒ (17) + 8 - 2 + 1 = 24

Slash: 1d20 + 8 - 2 + 1 ⇒ (10) + 8 - 2 + 1 = 17
Damage: 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed moves up to Rajuna, seeing he's doing the most damage, and assists his next attack!

Assist (DC 10): 1d20 + 5 ⇒ (10) + 5 = 15


INACTIVE - GAME DIED

Constantin similarly does his best to help Raj!

Aid Another: 1d20 + 1 ⇒ (20) + 1 = 21


Inactive

Okay, I think the Lopper would've put himself in a position for Hazel to move up and attack before he shuffled back through the wall at the start of Round 5 so I'll post based on that.

Round 4

As the Lopper sets his sights on Kaz, Hazel's starknife flashes with light as she moves and strikes with all her might!

Attack (Starknife; Holy Strike Blessing, Weapon of the Chosen): 1d20 + 5 ⇒ (4) + 5 = 9
Damage: 1d6 + 2 ⇒ (2) + 2 = 4
Holy Strike Damage: 1d6 ⇒ 5

But the ghost is swift and her weapon catches only air.

Swift action to activate Weapon of the Chosen and then a move to I35 to attack.

Round 5

Biting down on her frustration as the Lopper merrily slides back through the wall, Hazel steps up next to Kaz and calls upon more healing power to patch him up.

Cure Light Wounds (Kaz): 1d8 + 3 ⇒ (1) + 3 = 4

5 foot step to H34 and then burning another spell to spontaneously cast CLW. Hazel can't get into the cell without provoking an AoO and I'm not inclined to risk it given she's wearing heavier armor :\


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kaz will step back to E32 (or as close as he can get and still have an angle to see the Lopper through the door - i should have a corner-to-corner there...) and fire his last salvo of magic missiles.

2d4 + 2 ⇒ (1, 2) + 2 = 5


With a roar of frustration and pain, Raj slashes at the Lopper with his own cursed axe. The enchanted blade shimmers in the darkness and slices down through the Lopper’s ghostly body, opening a horrendous wound that nearly splits him from shoulder to navel. He staggers back with blood pouring from the wound only to dissipate like smoke on the wind and sensing that his end is near Kaz focuses his will into two projectiles of pure force that blast the Lopper from his feet.

He lands in a crumpled heap on the floor of the cell and over the course of a few seconds his form melts like ice on a sunny day, running down through the cracks in the stonework and into nothingness.

Combat Over


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kazamir waits for a few long seconds, then turns his gaze expectantly to Raj's hand...


The flesh of Raj's hand slowly returns to normal and with some relief he can finally release the axe and flex his fingers.


F Human Iconic Cleric 4 | HP 35/35 | AC 17 (FF 17 Touch 10) CMD 15 | Init +0 | Fort +6 Reflex +3 Will +9 | Per +4, SenMot +4 | Spd 30'

Rajuna happily drops the cursed thing and kicks it across the room. "It's really over", he says in disbelief. "Is anyone else in a rush to put this place behind us?"


Though it has a decidedly evil history, it is now just a +1 Handaxe

There are also the remains at the bottom of the pit beneath the grate


F Human Iconic Cleric 4 | HP 35/35 | AC 17 (FF 17 Touch 10) CMD 15 | Init +0 | Fort +6 Reflex +3 Will +9 | Per +4, SenMot +4 | Spd 30'

Someone else is welcome to learn that fact. Rajuna isn't touching the thing with a 10 foot pole. =P

Once again faced with a pit filled with water, Rajuna ties himself off, hands the rope to one of his companions, and dives in.


retired

Vala sighs in relief as the wicked axe clatters to the stone floor. "Thank goodness!" Similar to the flute she left behind after the piper had been vanquished the day before, she shows no interest in ax and instead frets as Raj vanishes below the lip of oubliette.

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