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

Game Master JamZilla

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Hazel: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25 Hit
Damage: 1d8 + 2 ⇒ (7) + 2 = 9

Hazel rushes forward and leaps upon the hound's back like she were mounting a horse. It bucks wildly but she brings her starknife down three, four, five times in rapid succession into the base of the thing's skull.

It shakes like a scolded cat, and with a final jolt it shakes the warpriestess free, sending her sprawling against the gate. But the damage is done and after a couple of faltering steps toward her, the hound crumples first to it's haunches and then to it's flank.

Combat Over

There is the sound of muffled cursing somewhere inside and then raised voices.

Check the map - there are two entrances to the factory if you wish to pursue this


retired

Vala hurries over to Hazel, helping the younger woman up off the ground even as she casts a worried glance to the factory-like building and the curses coming from within. "Are you alright, dear? That thing got the worse of your exchange, but that looked like a nasty tumble all the same."

Since Vermunder waved off my previous attempt to heal him, I have a full compliment of healing hexes and a load of channels; if anyone's hurt just let me know!


Inactive

Thanks for the bot GM; crashed early last night and was out hitting the after-Christmas sales today!

"Nah, I'm fine," Hazel grins though she doesn't refuse Vala's help getting up. "It'll take a lot more than a tumble into a gate to slow me down!"

As she dusts herself off, her grin quickly fades and she gives the dead hound a nudge with her foot. "Okay so we're definitely onto something now - people don't just sic their strange mutated beasts on you for no reason!" But then she chews her lip, looking hesitant. "But should we keep poking around in here? We'll have to hope we find some pretty damning evidence of wrongdoing because otherwise these jokers can just say that we broke in!"


retired

Vala casts a deep frown at the building, her brow furrowed. "They're obviously up to no good and we've found sign of them at two of the tragedies we've looked into. I don't think it matters what they may or may not say, it's us who are here now and we need to put an end to whatever devilry Vorkstag and Grine are up to."


Inactive

"Then let's get to looking around," Hazel says as she approaches the northern door and gives it a listen before cautiously trying the handle.

Perception: 1d20 + 5 ⇒ (9) + 5 = 14


Hazel can't hear anything through the thick door but the smell of acrid chemicals is very strong.

Nevertheless she grasps the handle and pushes.

This chamber occupies a whole side of the building, from the cellar level below up to the roof high above. Seven iron vats, each ten feet across, occupy the majority of the room. Furnaces fuel the vats at cellar level, while at the ground floor level a series of planks have been laid across the vats to allow passage to a ladder that leads to an iron walkway on the level above. Two ladders also allow access from the planks to the floor below.

The air in the chamber is cloying and acidic and immediately stings Hazel's eyes and catches in her throat. The fumes are choking and Hazel immediately begins coughing and gagging but she chokes the sensation back.

There are nearly a dozen humanoids in the chamber, working at the vats, the bellows or otherwise engaged. There is a startling variety of deformities between them with malformed limbs, enlarged heads, lizard-like scales, webbed hands and else besides. All of them wear some kind of breathing mask to cope with the fumes.

A patch of unnatural darkness sits like a greasy cloud on the top level walkway and a high pitched laughter emanates from within it.

You shouldn't have come here with your questions. Once we're done we'll dump you in the acid vats. There'll be absolutely nothing left to send back to your families! Hahahaha


Readied action - Round 1 - Enemy

Handaxe, Hazel: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27 Hit
Damage: 1d4 + 1 ⇒ (1) + 1 = 2 and Sneak Attack: 2d6 ⇒ (6, 4) = 10
Confirm: 1d20 + 9 - 2 ⇒ (11) + 9 - 2 = 18 Confirmed
Additional damage: 2d4 + 2 ⇒ (1, 2) + 2 = 5

The axe come hurtling out of the darkness and lands with a thunk in the meaty part of Hazel's shoulder.

Hazel fort: 1d20 + 6 ⇒ (8) + 6 = 14 Fail

The pain flares terribly and soon the warpriestess begins to feel a numbing sensation running down her arm.

Str damage: 1d2 ⇒ 1

What are you waiting for? the voice shrieks at the malformed creatures. You want to keep your jobs don't you? Get them!

A few of the creatures looks at eachother unsure, but others begin climbing the ladders up the ground level toward you.

Map required for this, will update it shortly.

Round 1 - Heroes


Latest Map

This place is quite complicated.

It is on three levels - labelled G, 1, and 2. There is 10 feet from the ground floor to the floor you are on now and then a further ten feet up to the higher level. It is from that higher level that the axe was thrown from a patch of darkness.

There is a ladder leading down from the small level where you are now to the ground floor and then another back up to the other platform on the top level or back up to the vats (F29).

As soon as you enter the doorway you will need to make a fortitude save every round against the fumes. Crossing the planks between the vats requires an acrobatics check


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr brandishes his blade with one hand and performs another sign. A translucent field of runes appears in front of him briefly and then quickly vanishes from view.

Moving forward to form ranks with Hazel. Cast shield.

Bodyguarding: 3d20 ⇒ (8, 5, 15) = 28


Inactive

Hazel shrieks with pain and surprise as the axe hurtles down and buries itself in her arm. As she feels herself weaken slightly she finally becomes painfully aware of the nauseating fumes filling her lungs...

Fort: 1d20 + 6 ⇒ (14) + 6 = 20

...but manages to power through the worst of it, for now.

"WE'VE GOT COMPANYYY!" she calls to the others as she draws on a well of divine energy to mend her wounds, before taking a defensive stance.

Fervor: 2d6 ⇒ (5, 1) = 6 damage healed

Spending a point of Fervor to heal myself as a swift action and then going Total Defense; Hazel's AC is 22 until her next turn.


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 raises his arm to his mouth, frowning at the gasses. Oh don't worry, nobody will miss me. As Hazel takes an axe right into the crook of her arm, Zed seethes. "Back out of the room, don't fight them in the fumes. And don't wait for me." Zed puts a hand on his chest. "Rifstejarwim." He words quietly, vanishing into thin air. Zed takes a deep breath and moves into the room.

Stealth: 1d20 + 26 ⇒ (8) + 26 = 34

Casting invisibility, then moving forward and up as far as I can. Going to go onto the third level to chase down the source of the axe.

I'm not sure if holding our breath will actually help, let me know. I'll include a fort save just in case.

You say 'unnatural' darkness. Does that mean those of us with darkvision can't see through it?


Zed - firstly yes you can see through it. It is a patch of Darkness as per the spell. Secondly, you have to go down the ladder first, across the floor and then up the other ladder. I'll move you on the map but you won't make much progess because it's a standard to cast and then you'd have to sheathe your weapon with a move as well before tackling the ladder

On the third floor you can see the gnome, reaching for another throwing axe


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

That's fine. Does it look possible to climb the wall on this side? If not Zed will take the long way.


Not easily. It's plain interior brick. Without looking it up, I suspect the DC would be around 25


Vala, Constantin, Kaz


retired

Unable to get a clear view of their axe-throwing assailant or any of the oncoming workers with Hazel and Vermundr posting up upon the platform, Vala calls a pulsing orb of dancing flame to her palm.

Can't move or cast anything helpful until we're all able to get into the chamber proper. So I'll settle for a produce flame in the interim.

Status:

HP: 27/27
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +4/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets:
Current Wandering Spirit: Life
Channel Energy (3d6) used: 1/5
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ], produce flame (CL7) [X]
Level 2 spells (2+1+1*) | DC 16: glitterdust [ ], lesser restoration* [ ] [ ], spiritual weapon [X]
Level 3 spells (1+1+1*) | DC 17: lightning bolt [ ], locate object* [ ], speak with dead [X]

Ongoing Effects
produce flame (1/7 minutes)


INACTIVE - GAME DIED

Constantin closes his eyes halfway and starts to concentrate.

Invoking detect thoughts and concentrating to start pinpointing locations of thinking beings.


Inactive

For next round, are Hazel and Verm currently standing on the only available space to move to without someone having to go up, down, or across the planks?


Yes thats correct Hazel. Zed is part way down the ladder but also invisible


Round 2 - Enemy

Zed, Fort: 1d20 + 5 ⇒ (9) + 5 = 14 Success

Mongrelman 1: 1d20 + 2 ⇒ (1) + 2 = 3 Fail
Fall damage: 1d6 ⇒ 5

Mongrelman 3: 1d20 + 2 ⇒ (13) + 2 = 15 Success
Mongrelman 3, alchemist fire, Hazel: 1d20 + 4 - 2 ⇒ (19) + 4 - 2 = 21 Hit
Fire damage: 1d6 ⇒ 5

Mongrelman 5: 1d20 + 2 ⇒ (5) + 2 = 7 Fail, does not move

Mongrelman 9, alchemist fire, Vermundr: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4 Miss

Grine, Hazel: 1d20 + 9 - 2 ⇒ (5) + 9 - 2 = 12 Miss

Two of the mongrelmen begin advancing across the plans that lie between the vats. But they are rushing forward and both lose their balance. One manages to catch himself before he falls but the other plummets and hit the ground with a sickening thump.

Another shouts though;

You want bosses. To hurt bosses or take bosses away. Go away! Good life here! Go away!

Before hurling a vial of alchemist fire that bursts at Hazel's feet and scorches her legs.

Another vial flies your way, as does another axe from the gnome on the upper level but these sail harmlessly by.

Vermundr Fort: 1d20 + 8 ⇒ (7) + 8 = 15 Success
Hazel Fort: 1d20 + 6 ⇒ (13) + 6 = 19
Hazel Fort: 1d20 + 6 ⇒ (8) + 6 = 14

Hazel str damage: 1d2 ⇒ 2

Both Vermundr and Hazel are able to shrug off the effects of the noxious gas but the numbness in Hazel#s arm continues to grow.

Round 2 - Heroes


Latest Map


Inactive

"Yeouch!" Hazel yelps as fire suddenly erupts around her legs, scorching her badly. As loathe as she was to retreat, the combination of fire, axes, fumes, and the growing numbness in her arm were too much.

"Rrghhh...this isn't over!" she glares up at the cloud of darkness before falling back outside. With her strength diminished she changes tack and sheathes her starknife, preparing to draw her bow instead.

Hazel retreats back to stand in front of Constantin and sheathes her starknife.


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

Ah, so holding our breath doesn't help. Pity.

Zed continues silently, trying to get to the far ladder.

Stealth: 1d20 + 26 ⇒ (11) + 26 = 37


Sadly not Zed. You note everyone in here is wearing a sort of gas mask


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 if this is some kind of disease Zed gets +2 against those.


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

[b]"I'm not sure what I can contribute if we want to pull the fight out of the vapors...but maybe we can work around,{b]" kazamir mutters. He moves to the doors to teh east and examines them.

perception: 1d20 + 12 ⇒ (10) + 12 = 22


Nope, doesn't say that it is disease related. It's just an environmental hazard due to the boiling acid vats


Zed you'll be part way up the second ladder after that action


Hoping to find a means to get around the vat-filled manufacturing room, Kazamir moves to the nearby double doors and pushes them open.

This chamber contains numerous boxes, crates, and bales of
straw for packing.

Three more of the deformed humanoids are in here and they snatch up clubs as Kazamir appears in the doorway.


Latest Map


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

I don't see Hazel, Vermundr, Zed, or any of the baddies out in the vat room.

Vermundr stands his ground waiting for the disfigured workers to get in range. His familiar is less patient and begins a rhythmic hum that bores into the scarred gnome's mind.

I'm not sure how close the mongrelmen are. If they're within range to attack Vermundr will ready otherwise he'll total defense. Zelda is hitting the gnome with unnatural lust (DC 14).

Readied Attack: 1d20 + 10 ⇒ (4) + 10 = 14
Damage (arcane strike): 2d6 + 6 + 2 ⇒ (6, 5) + 6 + 2 = 19

Otherwise total defense brings Vermundr's AC up to 24 (26 with Zelda's aid).

Bodyguarding: 3d20 ⇒ (7, 5, 1) = 13


Strange that you aren't on there. Zed is halfway up the ladder to the platform with Grine, Vermundr is on the small platform and Hazel fell back slightly.

I will update the map for positioning later


INACTIVE - GAME DIED

Checking in, still here, just not much I can do unless/until I can pinpoint people by thought.


Constantin, it's a three round effort in total (which you know of course). But now that the double doors are open to the east you can see three mongrelmen in there looking aggressive and there are two approaching on the planks between vats (although I note they also aren't appearing on the map which is annoying).

So in short, you have targets if you wanted to do something else


Latest Map

Not sure what happened there, I think maybe the token disappeared when I zoomed in

Vala you have an action to take this round

Grine will: 1d20 + 5 ⇒ (16) + 5 = 21 Success

Grine manages to shake off the bewitching effects of Zelda's spell.


Round 3 - Enemy

Hazel fort save: 1d20 + 6 ⇒ (2) + 6 = 8 Fail
Strength damage: 1d2 ⇒ 1

Hazel continues to feel the numbness. She knows now she has been poisoned and that it is slowly stealing her strength every moment.

Vermundr fort save: 1d20 + 8 ⇒ (5) + 8 = 13 Success

Zed fort save: 1d20 + 5 ⇒ (3) + 5 = 8 Fail

Zed you are nauseated for 1 round

The fumes circulate around Vermundr and Zed and this time the dhampir has to raise his collar and cough as quietly as he can lest he give away his position but the fumes sting his eyes and burn his lungs.

Below him, he sees three of the deformed men making for the ladder leading up to Vermundr and the others.

Mongrelman, Vermundr: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10 Hit
Fire damage: 1d6 ⇒ 5

Mongrelman, Vermundr: 1d20 + 4 - 2 ⇒ (14) + 4 - 2 = 16 Miss

Grine, Vermundr: 1d20 + 9 ⇒ (19) + 9 = 28 Miss

One of the flasks of alchemist fire bursts at Vermundr's feet, plastering his leg in scorching liquid but as another axe comes flying out of the darkness, he dashes it aside with a sweep of his greatsword.


INACTIVE - GAME DIED

Constantin keeps concentrating to try to focus in on one of the enemy leaders.


Meanwhile, the three mongrelmen in the storage room raise their clubs and run toward Kazamir.

Mongrelman, Kaz: 1d20 + 4 ⇒ (17) + 4 = 21 Hit
Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Mongrelman, Kaz: 1d20 + 4 ⇒ (7) + 4 = 11 Miss

The third, unable to reach the investigator, instead reaches down and pulls the lid off one of the crates, revealing a number of flasks within.

Round 3 - Heroes

Latest Map


Constantin, you can detect the thoughts of the three mongrelmen at the base of the ladder, the one on the plank at I25 and of Grine on the platform at N46

The mongrelmen are almost all afraid. They don't seem like they particularly want to hurt you but feel they have no option

Grine is determined and his thoughts are of the dark murder he will inflict upon you


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr was using total defense so that touch attack should miss. He'd still take some splash.

After patting out the flames licking his shins Vermundr resumes holding his position with his blade held high defensively.

It looks like the gnome isn't in sight anymore. If it is Zelda will try Unnatural Lust again.


Inactive

"Ugh...damn poison!" Hazel gasps as she feels her strength continue to ebb away. But she can't falter now; not with more foes spilling out of the nearby double-doors as well. She draws her starknife once more as she moves to defend Kaz from further attack. "Rrg, get away from him!" she cries as she closes in and swings at the nearest of the mongrelmen.

Attack (Starknife): 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d8 ⇒ 6

Hazel moves next to Kaz and draws her starknife again as a move action, then attacks.


INACTIVE - GAME DIED

Does pinpointing Grine with detect thoughts give me sufficient information to target him with psychic attacks?


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
GM-JZ wrote:

Hoping to find a means to get around the vat-filled manufacturing room, Kazamir moves to the nearby double doors and pushes them open.

This chamber contains numerous boxes, crates, and bales of
straw for packing.

Three more of the deformed humanoids are in here and they snatch up clubs as Kazamir appears in the doorway.

"Ah." says Kaz, taken aback. "Yes, that IS a hazard of opening doors, isn't it..."

He braces himself as they rush forward.

After taking a rather nasty crack on the shoulder from one of the clubs, Kazamir steps back and concentrates on the creature opening the crate.

five foot step to O26 and cast hold person on the mongrelman in P30. DC 16 will save


Constantin, I am not entirely sure. Don't you need line of sight/effect as well? Carry on and take the action you're planning with Grine, I don't want to slow the game down with rule minutiae and perhaps you can point me to a source etc if I am still unclear after you post your action


retired

last round
Vala throws a glob of fire at the nearest foe, but she misjudges the arc and it splashes harmlessly against the ceiling.
Produce Flame: 1d20 + 3 ⇒ (1) + 3 = 4for: 1d6 + 5 ⇒ (3) + 5 = 8

Current round
Frowning, Vala tries again but her aim proves little better.
Produce Flame: 1d20 + 3 ⇒ (8) + 3 = 11for: 1d6 + 5 ⇒ (6) + 5 = 11

Status:

HP: 27/27
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 13
F/R/W: +4/+1/+8 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Wand of CLW: 14/50 remaining
Healing Hex targets:
Current Wandering Spirit: Life
Channel Energy (3d6) used: 1/5
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (3+1+1*) | DC 15: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ], produce flame (CL7) [X]
Level 2 spells (2+1+1*) | DC 16: glitterdust [ ], lesser restoration* [ ] [ ], spiritual weapon [X]
Level 3 spells (1+1+1*) | DC 17: lightning bolt [ ], locate object* [ ], speak with dead [X]

Ongoing Effects
produce flame (3/7 minutes)


INACTIVE - GAME DIED

Upon further reading, I guess no, I can't pinpoint creatures that I can't see by using detect thoughts. I guess no way to target Grine.


Round 4 - Enemy

Grine will save: 1d20 + 5 ⇒ (12) + 5 = 17 Success

Once again Grine is able to shrug off the magical effect Vermundr's familiar attempts to place on him whilst both Hazel and Vala are unable to land telling blows on the mongrelmen that threaten to overwhelm them.

Mongrelman will: 1d20 + 4 ⇒ (11) + 4 = 15 Fail

Kazamir narrows his eyes and with a tremendous force of will simply cuts off the synaptic responses of the mongrelman's central nervous system, freezing him entirely in place!

The mongrelmen on the ground floor continue clamboring up toward the platform while others continue pelting alchemist fire from atop the vats.

Mongrelman, Vermundr: 1d20 + 4 - 2 ⇒ (1) + 4 - 2 = 3 Miss

Mongrelman, Vermundr: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22 Hit
Damage: 1d6 ⇒ 4

Grine seems to have finally run out of poisoned axes and this time begins withdrawing along the platform toward the door in the east wall.

The remaining able-bodied mongrelman, drops his club at the sight of one of his friends blasted back through the room and the other frozen in place like a marionette and he begins cowering in the corner.

You hurt bosses! he says miserably. We just want to work, these only bosses who give us work.

Round 4 - Heroes

Constantin, meanwhile, rounds on the three attacking Kazamir and sends a series of intensely focussed mental energy pelting toward one, sending it flying backward to crash through the crates.

Magic missile: 5d4 + 5 ⇒ (4, 3, 3, 1, 4) + 5 = 20

Vermundr fort save: 1d20 + 8 ⇒ (9) + 8 = 17 Success

Zed fort: 1d20 + 6 ⇒ (10) + 6 = 16 Success

Grine is at the door in J51


retired

"What if we help you find better bosses? Bosses that don't ask you to kill? Stop trying to attack us and you have my word we'll help you in turn!" Vala blurts at the mongrelman, obvious anger and frustration in her tone given the threat pressing in upon them.


Latest Map


Inactive

As the remaining mongrelman in the side room withdraws and cowers in the corner, Hazel lowers her starknife. "We've not got any quarrel with you or your friends, just the Bosses! Leave us be and we'll help you when this is done, like she says," she continues with a nod over her shoulder at Vala.

"You guys have this covered, right?" Without waiting for an answer and though it went against everything she'd ever learned during her combat training, she then turns her back on her foe and moves back to the other door to see how Vermundr and Zed fare. As she approaches the door she touches her starknife, setting it aglow with a soft green light.

Hazel will move back to 025 and activate the Holy Strike blessing on her starknife.

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