RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

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Xin Shalast Map

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There are two exits from this room. The western one, however, requires you to get into the very questionable looking muck.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

"I say we go north and keep my boots clean as long as possible."


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Fine with me.

Bander moves along and lets his trap-dar do its thing, taking 10 on stealth and moving about 15 feet ahead


In short order you end up having to travel in the muck. East or West?


As you walk around in here, the odors do start to get to you, so I need fort saves.

I should also describe the place a bit better. The floor is covered in slime, the origin of which is something you don't want to speculate about. It is rather slippery, so every square counts as double movement.

The bridges are narrow and require an acrobatics check to cross them without falling into the 'water'.

The 'water' is 10' deep, but not moving all to fast, so the swim check is probably not too arduous.

The place is infested with all kinds of normal vermin, from rats, to centipedes, to spiders. They are all constantly crawling over the floors and walls, and eating each other.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

"I'm going to need new boots .... I hate breaking in new boots." Obi mutters to himself.

"I say we go east."


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

1d20 + 10 ⇒ (10) + 10 = 20 fort


You find the stench unpleasant, but it doesn't have an adverse effect.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Does Freedom of Movement Spell negate all that?

Fort: 1d20 + 24 ⇒ (11) + 24 = 35
Yap Fort: 1d20 + 16 ⇒ (20) + 16 = 36

"Im gonna need a nath before the next wing.. And maybe some penicillin.."


175/175 | AC 42 | T 28 | FF 27 | CMD 37 | Fort +19 | Ref +30 | Will +23 | Init +12 | Perc +23
Active Spells:

Yap moves and casts Communal Air Walk of everyone.. 30 mins each of Air Walking..


Freedom of movement will not solve the issue, because it is not a matter of impeded movement, it is because it is so slick (balance check type stuff).

The air walk will make it a non-issue.


Still need fort saves from Jan and Obi. Bo and Yap passed.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Fort: 1d20 + 15 ⇒ (20) + 15 = 35 (+3 vs poison)


pass (everyone but bander needed to not roll a '1')


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Fortitude: 1d20 + 14 ⇒ (19) + 14 = 33

I was totally expecting a one.

Ew. Look, I get sloth in theory, but is anyone really too lazy to bathe? Or rinse the tiles occassionally? I mean they had a wine cellar golem and they couldn't animate a janitor?


OK, looking at this screwy map, just tell me where you want to go. There's no secret doors or anything, so this will be easier than you just picking directions.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Maybe this is clean for them. For all we know they picked up when we got here. Or those mummy clowns could be the custodians...


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Air Walk north MC Hammer style..


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Yeesh, don't remind me. Well, I suppose if they were the night janitors no one would ever have to look at them.

Following Bo.


With the airwalk up you are able to avoid most of the foulness actually touching you. You head north, and eventually you come into a large room.

A slippery walkway connects four platforms running down the room’s center to a station of some sort at the far end of the chamber—there, three large and filthy levers protrude from the dripping wall. To the north, four metallic pipes protrude from the wall, ten feet above the level of the sewage—fresh foulness runs from these pipes in thick streams. Every now and then, something larger and hideously more substantial than mere fluid strains through the bars blocking these pipes to drop with a turgid splash into the foulness rippling below.

1d20 ⇒ 3


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

"Did some wizard create an eternal cesspit to keep this place disgusting for all time?"


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

"Im not sure, but this place is nasty.. Im not sure if we should mess with the levers.. Might get us covvered in poo.."

Can you move one of our minis so I know which room we are in please? Any knowledge checks?


You are in J2.

Best bet is perception checks.

There's no knowledge gross that I know of.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Perc: 1d20 + 25 ⇒ (13) + 25 = 38 see invis
Yap: 1d20 + 20 ⇒ (12) + 20 = 32 detect magic and evil up..


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Obi casts an ancient dwarven spell "detect poo" perception: 1d20 + 23 ⇒ (17) + 23 = 40


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

1d20 + 26 ⇒ (20) + 26 = 46 percep

Ya know this reminds me of my old friend Basil McTwillifanny. He used to keep a cologne that smelled like this. Said the right woman would fall in love instantly. Maybe he landed here?


If you have detect evil up, you are pretty much overwhelmed the whole time you are in here. Detect magic is also extremely bright from background magic, but nothing stands out.

Gonna wait for all the perception checks.


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Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

The pixie has it always active as a sla.. I suppose it if botthered him though she could turn it off.

"I believe that particular fragrance is called "Sex Panther".. I would not advise using it, although I have heard the same rumors as yourself."


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Not beating Bander but what the hell.

Perception: 1d20 + 24 ⇒ (17) + 24 = 41


There are plaques located behind the levers, they're just hard to see because they are covered in muck. They likely are instructions of function.

Also, there's a number of things hiding out under the muck around you. Only bander noticed the things hiding.


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

"If they're cowardly and hiding in the poo, how bad can they be?"


Because Obi was kind enough to announce that the jig was up, they move to attack. Init time.

init: 1d20 + 11 ⇒ (5) + 11 = 16 meh


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Init: 1d20 + 10 ⇒ (9) + 10 = 19

What are they? Knowledge?


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

initiative: 1d20 + 5 ⇒ (9) + 5 = 14


planes


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Know Planes: 1d20 + 17 ⇒ (3) + 17 = 20
Yap Know Planes: 1d20 + 18 ⇒ (20) + 18 = 38


You know they are Omox demons. (1 question)
Yap won't stop yapping about them (3 questions)

(it would strain my credulity if you happened to telepathically avoid each other's questions, best just to run with Yap's).


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Special Attacks, Special Defenses, Spell-Like Abilities.

Yap Init: 1d20 + 8 ⇒ (6) + 8 = 14 forgot..


Special attacks: smothering
Special defenses: DR, SR, immunities(acid, elec) , resistance to energy (cold, fire), immune to stun, polymorph, ... (other stuff you don't do).
Spell Like: bunch stuff, acid fog, stinking cloud, teleport, gaseous form, poison (some others)


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

1d20 + 9 ⇒ (17) + 9 = 26


175/175 | AC 42 | T 28 | FF 27 | CMD 37 | Fort +19 | Ref +30 | Will +23 | Init +12 | Perc +23
Active Spells:

Yap remains quite at the moment, hoping he has not been spotted..


If he's quiet, then nobody else knows anything about the demons.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo actiavtes his judement(justice and destruction) as a swift action and fires at #2.. Grit for bonus damage.

Attack 1: 1d20 + 18 ⇒ (2) + 18 = 20 steel, vs FF
Attack 2: 1d20 + 18 ⇒ (2) + 18 = 20
Attack 3: 1d20 + 13 ⇒ (11) + 13 = 24

Dam 1: 1d8 + 22 ⇒ (7) + 22 = 29 clusttered shots
Dam 2: 1d8 + 22 ⇒ (1) + 22 = 23
Dam 3: 1d8 + 22 ⇒ (4) + 22 = 26

And I'm sure everyone can be ok with 1 round with no info.. Bo knows the first line..

"Omox demons! Don't let them grapple you!" Which 3 of us has freedom of movement still so.. People have air walk too if there worried about it..


3 hits. Still moving.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

Bander takes a step and lays into his foe.

Probably mud clowns!

Snicker/PS: 1d20 + 23 + 2 - 4 ⇒ (9) + 23 + 2 - 4 = 30 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (4) + 3 + 1 + 8 + (2, 1, 5, 5, 2, 3, 2) = 36 and
Snack/PS: 1d20 + 23 + 2 - 4 ⇒ (13) + 23 + 2 - 4 = 34 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (4) + 3 + 1 + 8 + (4, 3, 2, 4, 1, 4, 5) = 39
Snicker/PS: 1d20 + 18 + 2 - 4 ⇒ (5) + 18 + 2 - 4 = 21 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (4) + 3 + 1 + 8 + (2, 1, 2, 3, 4, 4, 2) = 34 and
Snack/PS: 1d20 + 18 + 2 - 4 ⇒ (17) + 18 + 2 - 4 = 33 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (2) + 3 + 1 + 8 + (1, 5, 5, 1, 2, 3, 3) = 34
Snicker/PS: 1d20 + 13 + 2 - 4 ⇒ (1) + 13 + 2 - 4 = 12 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (1) + 3 + 1 + 8 + (4, 2, 2, 5, 2, 4, 2) = 34 and
Snack/PS: 1d20 + 13 + 2 - 4 ⇒ (13) + 13 + 2 - 4 = 24 for 1d4 + 3 + 1 + 8 + 7d6 ⇒ (2) + 3 + 1 + 8 + (5, 1, 1, 3, 5, 3, 3) = 35


Male Keleshite Fighter (Trench Fighter) | Level 17 | HP 170/208, AC 34, T 21, FF 26 | F 20 R 19 W 16 | CMB 18 CMD 40 | Init + 11 | Perc +22 | SQ: Clustered Shots

Initiative: 1d20 + 5 ⇒ (16) + 5 = 21

Jan takes a five foot step and starts to rain down blows.

NO MORE CLOWNS!

Attack (Heavy Shield): 1d20 + 29 ⇒ (15) + 29 = 44
Attack (Kukri): 1d20 + 20 ⇒ (13) + 20 = 33
Attack (Heavy Shield): 1d20 + 24 ⇒ (15) + 24 = 39
Attack (Kukri): 1d20 + 15 ⇒ (2) + 15 = 17
Attack (Heavy Shield): 1d20 + 19 ⇒ (1) + 19 = 20

Damage (Heavy Shield): 2d6 + 16 ⇒ (3, 2) + 16 = 21
Damage (Kukri): 1d4 + 7 ⇒ (1) + 7 = 8
Damage (Heavy Shield): 2d6 + 16 ⇒ (2, 3) + 16 = 21
Damage (Kukri): 1d4 + 7 ⇒ (2) + 7 = 9
Damage (Heavy Shield): 2d6 + 16 ⇒ (3, 3) + 16 = 22
Damage (Two-Weapon Rend): 1d10 + 9 ⇒ (3) + 9 = 12


Bander- hit, hit, miss, hit, miss, miss

Jan- hit, hit, hit, miss, miss

GM stuff:
1:-102 2: -68


Dwarf Magus15 HP:150/150 | AC 39 T15 FF37 | CMD31(29) | F+18 R+11 W+14 | Int +2 Per +20 | AP 10/11 | Spirit 3/5 | Ring 4/4 | Emp 5/5 | Quick 1/2 |Over Flight, Ext Spellsword, Tears to Wine, R Acid 30, Stoneskin(150), BoF, Haste

Obi swift action challenges #3 "Hey poo-face! Say hello to my little friend!"

Free action to activate his boots.

Haste Attack: 1d20 + 19 + 1 ⇒ (8) + 19 + 1 = 28 (deadly aim, challenge, clustered shots, steel rounds)
attack #1: 1d20 + 19 + 1 ⇒ (11) + 19 + 1 = 31
attack #1: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
attack #1: 1d20 + 9 + 1 ⇒ (9) + 9 + 1 = 19

damage haste: 1d10 + 31 ⇒ (4) + 31 = 35
damage #1: 1d10 + 31 ⇒ (9) + 31 = 40
damage #2: 1d10 + 31 ⇒ (10) + 31 = 41
damage #3: 1d10 + 31 ⇒ (6) + 31 = 37


you hit 3 times.

The things all surface and cast.

1 casts defensively.

1d20 ⇒ 10 fizzle

2 then pops off a spell (Yap can AOO on one, though I doubt he will try)

the area fills up with an unnaturally thick fog which burns the skin. acid damage: 2d6 ⇒ (4, 6) = 10

3 and 4 advance and attack.

3 on Obi: to hit: 1d20 ⇒ 7 damage: 1d6 + 8 ⇒ (4) + 8 = 12 acid: 3d6 ⇒ (6, 5, 4) = 15 hit

grapple: 1d20 ⇒ 10 disregard if FoM is on him. grabbed

4 on Bander
to hit: 1d20 ⇒ 12 damage: 1d6 + 8 ⇒ (2) + 8 = 10 acid: 3d6 ⇒ (3, 6, 6) = 15 hit
grapple: 1d20 ⇒ 4 disregard if FoM is on him. fail

PCs are up.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

does this fog provide concealment or just the burning?

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