Ruins of Pathfinder: Road to Damnation (Inactive)

Game Master Crustypeanut

"If you have men who will only come if there is a good road, I don't want them. I want men who will only come if there is no road at all." 
   
-David Livingstone

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For the rest of the group, the location of the beast is quickly discovered as it's five spiked tentacles burst forth from the sand fifteen feet away from The Hand and barrel towards him. The Hand stands firm, shield raised as the five limbs attempt to wrap themselves around him. Sparks fly as the spiked protrusions scrape themselves against his plate armor, unable to gain a hold on him.

The beast's maw, meanwhile, swallows the rest of Jack's carcass like a piece of wet noodle, now hungry for more flesh.

________________________________

Giant Dust Digger:
Starting Location: G26 to I28 (15'x15')
Free Action: 5-foot step (Burrow)
Full Attack: 5 Tentacles
>Tentacle #1: 1d20 + 6 ⇒ (3) + 6 = 9 (Miss)
>Tentacle #2: 1d20 + 6 ⇒ (4) + 6 = 10 (Miss)
>Tentacle #3: 1d20 + 6 ⇒ (4) + 6 = 10 (Miss)
>Tentacle #4: 1d20 + 6 ⇒ (1) + 6 = 7 (Miss)
>Tentacle #5: 1d20 + 6 ⇒ (7) + 6 = 13 (Miss)
Ending Location: G25 to I28 (15'x15')
Well then, The Hand sure is lucky!

Everyone else is up!


Aluriel strides forward. Calling out in celestial, she once again grows to double her normal height.
____________________________________________________________________

Aluriel:
Starting Location: K13
Move Action: 20' move
Standard Action: Cast Enlarge Person
Ending Location: K17

Sorry for the short post. HUGE test at 9am.


Nexander cast a spell on his bandolier, then spurs Aga forward with his knees while loading Betsy with his hands.
_________________________

Concentration to cast while mounted: 1d20 + 4 ⇒ (20) + 4 = 24 Success
Ride check to control with knees: 1d20 + 4 - 1 ⇒ (5) + 4 - 1 = 8 Success

Standard action; cast abundant ammunition on bandolier
Free action; guide mount to G20
Move action; Load Betsy.


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

Unafe gasps in horror, as she sees the beast devour Jack. She signals for Yakini to charge in, and then shifts her attention inward -- feeling her heart speed up, her jaw lengthen, and her fingers grow long and sharp. Her transformation complete, she opens cold yellow saurian eyes and starts to run toward the monstrosity as well.

Yakini roars as she charges in, ripping into the beast with her teeth.

____________

Unafe:
Stnd: Totem tranformation (for natural attacks)
Move: L14 > K18

Yakini:
Full: Charge M20 > J25 and bite

Bite: 1d20 + 8 ⇒ (15) + 8 = 23 (2 BAB +5 str -1 power attack +2 charge)
Damage: 1d6 + 7 ⇒ (3) + 7 = 10 (+5 str +2 power attack)

Stats:

Unafe
HP 21/21 | AC 19 (T 12, FF 17) | Fort +5, Ref +2, Will +8; +2 vs Fear and Death Effects
Totem Transformation: 1/2 times, 10/10 rounds

Yakini
HP 24/24 | AC 17 (T 10, FF 15) | Fort +5, Ref +5, Will +2


Male Monkey Goblin Gunslinger (26/26 hit points)

Gi'chak curses their luck at where they find themselves fighting this creature, but more than that he curses this open, undulating terrain. With not a tree, or anything else in sight to take a vantage from his options are limited. He could try to climb on one of the animals for some additional height but he distrusts the large animals... As the others move towards the creature, casting spells and readying weapons he is forced to do likewise, stubby legs pushing him up the dune to try and get a shot at something more substantial than just the creature's tentacles...

_________________________
Double Move, Drawing Pistol during movement.
Move 1: I10 to H14
Move 2: H14 to F17


Aluriel wrote:

Aluriel strides forward. Calling out in celestial, she once again grows to double her normal height.

____________________________________________________________________

Aluriel:
Starting Location: K13
Move Action: 20' move
Standard Action: Cast Enlarge Person
Ending Location: K17

Sorry for the short post. HUGE test at 9am.

As casting Enlarge Person is a full round action, you can either not move and use your entire round to cast it this round, or you can spend one standard action this round, and a second one next round, to cast it - which would you prefer?


AoO from the Dust Digger @ Yakini @ K23
>Tentacle AoO: 1d20 + 6 ⇒ (17) + 6 = 23 (Hit)
>>Damage: 1d6 + 3 ⇒ (4) + 3 = 7
>>>Grapple Check from Grab Special Ability: 1d20 + 16 ⇒ (20) + 16 = 36 (Success)

Yakini still gets her charge in, though is now grappled - her attack suffered a -2 to hit, but still hit. BOTH the Dust Digger and Yakini suffer the Grapple Condition right now.

Sasbrek, when did you delay your action to? You may take it still, just tell me who you're going after so I can move you down in the initiative order.

Gonna get Ardeshir's move up shortly.


Ardeshir's Turn:

Upon cresting the top of the dune, Ardeshir grimaces at the sight laid out before him. Jack had been a good man, though the two did not speak much. However, upon seeing his allies charge recklessly at the beast, Ardeshir is aghast. "You fools! Do not deliver yourselves to its gullet! That thing is large enough to swallow an entire camel whole! You are nothing but bite-sized morsels in comparison!"

With that, Ardeshir spurs his camel, causing the drooling beast to casually maneuver itself around the dust digger. With great aim and focus, Ardeshir lines up a shot with his composite longbow and lets forth a pair of arrows in rapid succession. Both arrows find their mark, striking at a weak spot in the aberration's thick hide.

The beast squirms in agony as it holds onto Yakini, though it doesn't let up. Nevertheless, Ardeshir's shots were true, and the creature is heavily injured.
_________________________________

Ardeshir:
Ride Check to Control with Knees: 1d20 + 8 ⇒ (8) + 8 = 16 (Success)
Starting Location: E14 (Mounted)
Free Action: Guide Mount to B17-C18 (10'x10')
Swift Action: Focus Dust Digger as Target (+2 to Attack/Damage)
Full Attack: Rapid Shot @ Dust Digger, using Deadly Aim
>Shot #1: 1d20 + 7 + 2 - 2 - 1 ⇒ (13) + 7 + 2 - 2 - 1 = 19 (Hit)
>>Damage: 1d8 + 2 + 2 + 2 ⇒ (7) + 2 + 2 + 2 = 13
>Shot #2: 1d20 + 7 + 2 - 2 - 1 ⇒ (14) + 7 + 2 - 2 - 1 = 20 (Hit)
>>Damage: 1d8 + 2 + 2 + 2 ⇒ (5) + 2 + 2 + 2 = 11

(Note: Even though he's shooting into Melee, the Dust Digger is big enough in comparison to Yakini that no one takes a -4 for firing into melee)


Sasbrek, unless you want to just skip this turn and move onto Round 2, please take your action and tell me where you delayed to in the Initiative Order. Should you not mind skipping this turn, then feel free to do round 2's action.

On that note, while we wait for Sasbrek, in the interest of keeping us moving, Thorgrim and The Hand, feel free to perform your actions for round 2. I'll get a round recap up once I know where Sasbrek is going with his turn.


Sorry guys. I’m pretty busy this week and having to wait for Roll20 to open up the map (between ads and my abysmal connection it takes almost a full minute) kind of forced me to procrastinate this action.

Sasbrek, initially cautious in confronting the danger, and half-convinced of fleeing, gets a bit of courage back when he sees his allies getting closer, offering themselves as sacrificial targets to the monster. He dismounts, not wanting to risk Khossorx in the fight. He was getting pretty attached to the giant lizard.
Moving as nimbly as he can on the sand, the little kobold gets closer to the action.

double move to L17, at half speed for using stealth to avoid detection from the vibration.
1d20 + 11 ⇒ (19) + 11 = 30 yeah let's waste all the good rolls! It's fun!


Its not your internet.. it takes about a full minute for me as well - I think thats just how long they want it to take if you're not a supporter. :X

Also, was a move action to dismount - so I'll move you along, then get us the round recap up. Did you want to be at a certain spot on the initiative after you delayed?


I apologize. I will not move.


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

Ardeshir's caution is lost in a swell of titanic rage as Thorgrim's thick boots impact heavily across the glistening dunes in a collision course with the enormous creature that devoured Jack. Nearing the creature, his bulk sails into the air several feet with the full length of Dómrbrandr presented before him in preparation for a downward thrust meant to end the sand spawned terror that has claimed one of their own. The shoggoth tendrils of his sword's grip twitch and spasm with maddened anticipation as the Ulfen's blade angles down towards the massive maw before him.

__________________________________________________

Hoping being grappled prevents this thing from any more Attacks of Opportunity. Wouldn't change the frothing barbarian's tactics either way, I suppose.

36/40 HP † 15 AC (World Serpent Totem) † +8 Fort, +3 Will
Rage: 1/9 Rounds

Beginning Location: M19.
Free Action: Rage (1/9 rounds)
Move Action: to J24
Standard Action: Link Down Thrust!
>Attack: 1d20 + 9 ⇒ (17) + 9 = 26
>Damage: 2d6 + 9 ⇒ (4, 4) + 9 = 17
Ending Location: J24


Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

The Hand continues his charge, watching the lizard rush past him and become entangled with the beast. Hatred for this creature of tooth and tentacle wells up in his armored breast. With practiced ease the Hand finishes his arduous charge down the dune and attempts to plunge his blade into the beast.

___________________________________________________

Begin:H22
Full Round Charge:I24
End Of Charge Attack:1d20 + 4 ⇒ (13) + 4 = 17
Damage If Successful:1d6 + 2 ⇒ (1) + 2 = 3
If Yakini Is Attacked:Body Guard to aide another 1d20 + 2 ⇒ (16) + 2 = 18 and if that is better than the monster's ac Yakini will gain +2 ac. If it still hits Yakini with an attack I will, as an immediate action, In Harm's Way taking the hit myself instead of letting it hit Yakini. Same goes for if it tries to attack Thorgrim instead.
End:I24


Round I Recap

As the group runs, trots, or jogs up the hill, they are greeted with a horrible sight - instead of Antlions as Nexander predicted, they see a tangled mess of five spiked tentacles surrounding a massive, toothy maw jutting out of the sand, leaving a depression where it created a pit around itself. Blood stains the sand surrounding the beast - warm, fresh blood. The fate of Jack is gruesomely obvious - nothing but his bloodied, mangled arm sticks out of the beast's gullet, twisted in an unnatural position.

The beast, sensing the vibrations of the group running up the hill, lurches forward, burrowing underneath the sand - and likely coming straight for the companions.

------------------

The Hand, seeing his only friend being mangled and eaten, rushes forward towards the beast, hoping it will come out after him next and spare the others Jack's fate. "حان الآن الوحش! مواجهة جبروت بلدي!" His armored footsteps jingle and clank as he runs down the hill, a trail of foot prints left in his wake. With the amount of noise his armor alone makes, he is likely to draw the beasts' ire - and its hunger.

------------------

Sasbrek watches from astride his gecko the elf getting gruesomely torn apart. His kobold insticts jump up: this is a predator, in an environment free of hiding places. There is not advantage of surprise, and no misleading tactics.
A true dragon will burn it to a crisp! says a voice in his head. but a Shivfang would flee. What would you do? his kobold part still in charge, Sasbrek waits to see if his companions get mauled too before deciding how to approach the fight.

------------------

Seeing what had become of Jack made Thorgrim grimace, but the big man stayed silent, his voice likely to cause undue attention from the beast should he speak. Sitting on his horse, Vali, Thorgrim watches as The Hand charges forward, his massive, armored frame making enough noise as he runs down towards where the beast was last seen, likely to his own death.

Thorgrim would not have any of that. Should another put himself in harms way for the group, Thorgrim would be beside him - letting another man die this day would only hinder their chances at success. This man, at least, proves his worth with his courage - as reckless as it is.

------------------

For the rest of the group, the location of the beast is quickly discovered as it's five spiked tentacles burst forth from the sand fifteen feet away from The Hand and barrel towards him. The Hand stands firm, shield raised as the five limbs attempt to wrap themselves around him. Sparks fly as the spiked protrusions scrape themselves against his plate armor, unable to gain a hold on him.

The beast's maw, meanwhile, swallows the rest of Jack's carcass like a piece of wet noodle, now hungry for more flesh.

------------------

Unafe gasps in horror, as she sees the beast devour Jack. She signals for Yakini to charge in, and then shifts her attention inward -- feeling her heart speed up, her jaw lengthen, and her fingers grow long and sharp. Her transformation complete, she opens cold yellow saurian eyes and starts to run toward the monstrosity as well.

Yakini roars as she charges in, ripping into the beast with her teeth - only to have herself smacked and entangled by one of the many flailing tentacles surrounding it as she does so. Yakini, now thoroughly held in check by the Dust digger, roars in anger, frustration, and pain.

------------------

Upon cresting the top of the dune, Ardeshir grimaces at the sight laid out before him. Jack had been a good man, though the two did not speak much. However, upon seeing his allies charge recklessly at the beast, Ardeshir is aghast. "You fools! Do not deliver yourselves to its gullet! That thing is large enough to swallow an entire camel whole! You are nothing but bite-sized morsels in comparison!"

With that, Ardeshir spurs his camel, causing the drooling beast to casually maneuver itself around the dust digger. With great aim and focus, Ardeshir lines up a shot with his composite longbow and lets forth a pair of arrows in rapid succession. Both arrows find their mark, striking at a weak spot in the aberration's thick hide.

The beast squirms in agony as it holds onto Yakini, though it doesn't let up. Nevertheless, Ardeshir's shots were true, and the creature is heavily injured.

------------------

Gi'chak curses their luck at where they find themselves fighting this creature, but more than that he curses this open, undulating terrain. With not a tree, or anything else in sight to take a vantage from his options are limited. He could try to climb on one of the animals for some additional height but he distrusts the large animals... As the others move towards the creature, casting spells and readying weapons he is forced to do likewise, stubby legs pushing him up the dune to try and get a shot at something more substantial than just the creature's tentacles...

------------------

Nexander, speaking the words of power for 'abundance' and 'ammunition', casts a spell on his bandolier, allowing him to replenish his small stockpile of ammunition as he uses it, then spurs Aga forward with his knees while loading Betsy with his hands.

------------------

Seeing the massive beast made of tentacles and teeth alayed out before her, Aluriel seeks to even the odds a bit. While the others rush all around her, charging the beast or moving in for better shots, Aluriel concentrates on her power, bringing forth the magic that will cause her to double in size - a size better suited to battling a beast of this immense size.

------------------

Sasbrek, initially cautious in confronting the danger, and half-convinced of fleeing, gets a bit of courage back when he sees his allies getting closer, offering themselves as sacrificial targets to the monster. He dismounts, not wanting to risk Khossorx in the fight. He was getting pretty attached to the giant lizard. Moving as nimbly as he can on the sand, the little kobold gets closer to the action.

______________________________

Sasbrek, I moved you to right behind Aluriel in the initiative order, since you delayed.


     << Encounter: "Carkoon's Maw" | Round II | Hazards: None | Encounter Map: Roll20 Sandy Dune >>

Though squirming in pain from numerous attacks against its chitinous hide, the dust digger focuses on the target it has grappled: Yakini. Using the rest of its tentacles to wrap around the spinosaurus and shove it into its waiting maw, Yakini's flesh is ripped open by the dozens of razor sharp teeth that grind and cut into her flesh. Given another few seconds, the dust digger will swallow the spinosaurus whole, allowing it to add a second victim to its gullet!

______________________________________________________

INITIATIVE
The Hand: 21
Thorgrim: 18
Giant Dust Digger: 18 (Heavily Injured)
Unafe: 14
Ardeshir: 11
Gi'Chak: 8
Nexander: 5
Aluriel: 3
Sasbrek: 18 (Delayed)

LOCATIONS:
Aluriel: K13
Ardeshir: C17 (Mounted)
Ardeshir's Camel: B17 to C18 (10'x10')
Gi'chak: F17
Nexander: G20 (Mounted)
Nexander's Horse: F20 to G21 (10'x10')
Sasbrek: L14
Sasbrek's Gecko: L11
The Hand: H22
The Hand's Camel: I13 to J14 (10'x10')
Thorgrim: M19
Thorgrim's Horse: N14 to O15 (10'x10')
Unafe: K18
Yakini: J25 (Grappled)
---
Giant Dust Digger: G26 to I28 (15'x15')(Grappled)

-----------------------------------

Giant Dust Digger:
Standard Action: Maintain Grapple
>Grapple Check with Bite: 1d20 + 16 + 5 ⇒ (20) + 16 + 5 = 41 (o_O)
>>Grab Damage: 2d6 + 7 ⇒ (2, 4) + 7 = 13 (The Hand is unable to prevent this damage, as it is damage done automatically by maintaining the grapple)

Should the beast succeed on another grapple check next round, it may, with another CMB check, swallow Yakini whole! That is, if you do not kill it before then. The dust digger needed to grapple Yakini with its mouth, which is what this round is for - by maintaining the grapple with a different natural attack, it effectively transfered her to its mouth this round, while also dealing grab damage. In all likelyhood, Yakini will die next round, considering her current hit points.

Everyone else is up! Save Yakini!


Also I would like to add that Thorgrim, The Hand, both of your attacks hit. The dust digger is taking a beating!


Nexander raises Betsy and aims for the massive creature. Should be an easy shot, he thinks, squeezing the trigger. Thunder rockets across the dunes, startling the animals. The bullet strikes the dust digger in its center mass, piercing it's hide and starting a steady flow of blood. "How you like that?!" Nexander taunts.
________________________________

Touch Attack (PBS): 1d20 + 5 + 1 ⇒ (16) + 5 + 1 = 22
Damage: 1d8 + 1 ⇒ (4) + 1 = 5

Not moving or doing anything else.


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

As Unafe runs toward the aberration, she watches with terror as it takes hold of Yakini and starts dragging her into it’s mouth.

“I’m coming Yakini! Hang in there!” and then to her companions, ”Everyone, please, help!”

Yakini roars, bites, and claws at her attacker trying to rip her way out of it’s mouth. Meanwhile Unafe arrives and tries to bite into the monster as well, but finds herself brushed aside by its tentacles.

_____________

Unafe:
Full Charge from K18 to H24, then bite.
Yakini:
Full Claw/claw/bite

Bite: 1d20 + 4 ⇒ (10) + 4 = 14 (2 BAB +5 str -1 power attack -2 grappled)
Damage: 1d6 + 7 ⇒ (2) + 7 = 9 (+5 str +2 power attack)
Claw: 1d20 + 4 ⇒ (7) + 4 = 11
Damage: 1d4 + 7 ⇒ (3) + 7 = 10
Claw: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 + 7 ⇒ (1) + 7 = 8

Bite: 1d20 + 6 ⇒ (3) + 6 = 9 (1 BAB +3 str +2 charge) >> assuming that's a miss

Stats:

Unafe
HP 21/21 | AC 19 (T 12, FF 17) | Fort +5, Ref +2, Will +8; +2 vs Fear and Death Effects
Totem Transformation: 1/2 times, 9/10 rounds

Yakini >> Grappled!
HP 4/24 | AC 17 (T 10, FF 15) | Fort +5, Ref +5, Will +2


Aluriel moves as rapidly as possible toward the giant pit and its dinosaur prey.
________________________________________

Move: double move
Begin: K13
End: I21

I do not see anything that indicates my movement rate is raised for increasing size. I would charge if I could.


Sasbrek knows very clerarly what to do: flee. He cannot help in this fight, the beast is clearly above his expertise and power. The Kobold way ensures survival.

And yet… he is now part of a group. His own chief, Hrisskar, challenged him, and this led to his tribe being enslaved. He will not lose another tribe. The Kobold would flee. What would the Dragon do?

The Dragon would fly majestic above the battlefield and tear that enemy apart with claws and fire. You are not there yet. Be the Kobold. But this is not all. The kobold fights as a group. He will flee a hopeless battle, but this tribe… this new tribe makes the battle winnable. Also, I am not losing another scaly brother.

He quickly moves as close as he can, his clawed feet leaving little mark on the shifting sand. As he runs he grabs a scroll from his pocket – one of the gifts the Nexian mages gave to him.
Harsh sounding language, arcane words twisted by Draconic pronunciation come out of his throat. Be free, scaly brother! Be free to eat the enemy.

__________________
Move action to get in Close range of Yakini. Wherever, just take the straightest line. I believe I will end up in J19.
Standard action to retrieve scroll of Liberating Command.
Immediate action to cast Liberating Command on Yakini.


Ardeshir's Turn:

Ardeshir, maintaining his position on Col-Savas, his trusty camel, spits into the sand, annoyed that his previous two shots did not kill the beast where it stood. Lining up another shot, he lets forth two more arrows - the first one clinks against the beast's chitinous armor, but the second one finds its mark, hitting an important organ in the beast's mouth, just as it prepares to swallow Yakini.

In its death throes, Yakini is tossed aside like a mere toy, landing in the sand ten feet away - with a gurgle and a shudder, the dust digger finally dies, its tentacles landing with five thuds in the sand around it.

Jack has been avenged.

Sasbrek, jogging up the sand dune towards the combat, was about to cast his scroll when he finds that his valuable assistance is no longer required - his scaly sister is in no more danger, as the beast has finally been put down.
________________________________________

Ardeshir:
Full Attack: Rapid Shot w/ Deadly Aim
Attack #1: 1d20 + 7 - 1 - 2 + 2 ⇒ (6) + 7 - 1 - 2 + 2 = 12 (Miss)
Attack #2: 1d20 + 7 - 1 - 2 + 2 ⇒ (20) + 7 - 1 - 2 + 2 = 26
Confirmation: 1d20 + 7 - 1 - 2 + 2 ⇒ (10) + 7 - 1 - 2 + 2 = 16 (CRITACULAR)
>Crit Damage: 3d8 + 6 + 6 + 6 ⇒ (5, 3, 3) + 6 + 6 + 6 = 29
Total Damage: 29

Combat Finished! Good job guys! That fight really puts the "Nine vs One" advantage into light, it seems, even if the 'one' has six available attacks :P

Loot to come soon. I'm assuming you guys don't plan on leaving Jack's gear, aye?


With the final death throes of the massive Dust Digger that stood in their path, the group was finally able to calm down and look over the situation. One of their own, Jack, was dead - this was quite plain as they opened the beast's maw to find his mangled, half-melted corpse within. Though the beast's stomach acid was strong, it was also slow, and those rummaging around within the creature found their skin tingling, but not much more. Inside, beyond Jack's gear, they find something that explains the beast's violent behavior. Wedged into the lining of its stomach is a finely made spiked mace - as well as a pair of wickedly spiked gauntlets, their strappings have been melted away. These objects were likely causing the dust digger all sorts of pain - though, obviously, that type of abberation is known to be quite aggressive regardless, due to its unending hunger.

In addition.. beyond the spiked weapons they found, lies more strange object, its strappings also have been melted away: an Iron Mask, not unlike the ones worn by the strange people back in Eto over a week ago, as well as what can be seen on the coins they found on their more recent attackers.

It seems that this person met an unlucky end similar to Jack's. Good riddance, considering he was among those opposing them.

___________________________

Loot!

One set of Masterwork Spiked Gaunlets (Broken)
One Masterwork Heavy Mace
One Iron Mask of Razmir, worth possibly 10 gp
---
From Jack:
Mithral Chainshirt
Masterwork Rapier
Light Underwater Crossbow with 19 Bolts
Masterwork Buckler
Chessboard and Pieces
Masterwork Backpack
Pickpocket's clothes
Cracked Dusty Rose Prism Ioun Stone
6 Gold Pieces
65 Platinum Pieces

What do you guys wish to do with Jack's body? Leave him, bury him? I'll let you decide, then the group can be on their way.


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

Unafe sighs with relief as she sees Yakini breathing, though badly injured. She runs up and wraps her arms around the spinosaurus. ”You’re OK, you’re OK,” she says as much to herself as to Yakini, and then, lightly touching a deep bloody gash in Yakini's side, ”What was I thinking? I’m so sorry, sending you charging in against that monstrous thing. Don’t worry though. I’m going to get you fixed up right away.”

Then turning to her companions, Unafe says, ”Steady Hand, Thorgrim, you rushed right in beside Yakini and I, despite the danger. Thank you. And the rest of you too, thank you. Sasbrek, I saw you running right up yourself. Ardeshir, those shots were amazing. And Jack, poor poor Jack.”

Turning to her fellow healers, she asks, "Aluriel or Xander, do you have the ability to heal now? Or should I just use my wand?"

As she talks with her fellows her features once again fade back to human from the hybrid saurian eyes, teeth, and claws that came out during the brief battle.

__________

Rolling for Yakini either way. Aluriel or Xander, let me know if you have CLW spells to contribute toward any of these, otherwise I'll just use the wand.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (2) + 1 = 3
CLW: 1d8 + 1 ⇒ (3) + 1 = 4


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

Wow, those are some awful rolls, haha!


Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

"Out of all of you he was my only friend yes. I am sorry but I will deal with him in the way of the sand. He must be buried well." The hand sets to work burying his friend in a manner befitting a son of the desert, with dignity and care.

No offense guys but the Hand is not going to let you loot Jack's chain shirt, rapier and buckler, chess board, or crossbow from him. He must be buried with his possessions as well as some food for his trip to the afterlife. It is a point of religious and cultural significance that he will not budge one bit on. The gold and backpack on the other hand are not important as they are not personal items. the ion stone you can get away with because it is not a tool but a floating bauble.


Aluriel has no interest in Jack's possessions and will not stop the Hand from burying him, although she thinks it's a waste of time to bury someone in the sand. She seems rather callous about Jack's passing, not so much in a mean way, but more as in not understanding what the fuss is about.

She will use all four of her CLW spells on Yakini. I'm sure Xander will have more.

Aluriel does grab the masterwork gauntlets before asking around to see if anyone can repair them. She doesn't really care about anything else, but will take a share of the money if it's offered, absentmindedly shoving it in her pack without looking at it.


Burying Jack will add one hour to the group's travel time today - Pinkerton won't argue against it, and in fact will help preside over Jack's burial. He IS a cleric of Pharasma, after all.

The day will add an extra Fort save due to the hour of travel time the group needs to make up for this, though.


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

Thorgrim appraises the situation with about as much care as the fiery haired Aluriel; detached and unconcerned. Jack knew well the dangers when he accepted the contract. His lust for personal wealth far exceeded his competence at survival, and his life was forfeit for his indiscretion. That The Hand regarded him as more than a new acquaintance does bear some measure of demand on their part, however. They had lost one of their number already; losing another to stubbornness and indifference would do little to reinforce their endeavor. And so, without enthusiasm, Thorgrim lumbers to the place where the dust digger was felled. Methodically and casually, he begins hewing the creature's limbs away, tossing them away from the carcass as he does so. Finally, he sheaths his blade, only speaking when he is just inches from the gaping, ruined maw of the creature.

"Time is something we cannot afford to spend on frivolities. Let us bury him here where his slayer fell, and spare ourselves many moments of labor." Grabbing an edge of the creature's mouth, Thorgrim begins dragging the monster out of its pit, grunting out thick breaths as he does so.

I don't have the weight allowance charts in front of me — at work currently — but Thorgrim's dragging potential clocks in around 2,600 lbs in unfavorable conditions I believe (5,200 otherwise). Can double check later. If that's not enough, he can physically lift a ton while raging. Assuming the plan is viable at all.


Well theres no actual weight listed on the standard Dust Digger, but I'm going to use the general formula of Medium = 200 lbs, Large = x8 heavier, Huge = 8x heavier than Large.. sooo

About 12,800 pounds. Less with the tentacles cut off, but still.. alot.

This thing was big.


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

In that case, maybe some ropes + horses would be warranted.


Sasbrek puts back his unused scroll, relieved to see that his companions have killed off the beast. He does not mourn Jack too much: the explorer who goes ahead by himself without knowing the terrain is the role of the fool in the kobold tribe.

As for the treasure, he sets his eyes on the mask. It is a work of art, if crude and unimpressive art, art nonetheless. The spoil of an enemy… it will make a fine addiction to the Hoard! If no one else claims it, Sasbrek puts his claws on the mask and on an appropriate share of coins.


Nexander hurries over to help Unafe tend to Yakini once the beast is felled. He chants a short rhyme over her wounds, "Scaly girl so brave and might', let Xander stitch ya up real tight..." It's not much, but along with Aluriel's aid and a poke from Unafe's wand, Yakini seems to be mostly better.

Nexander then remounts Aga and watches as the others cut the beast open and fish through its innards. Fascinating, but oooh so stinky.


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

Yes, but it was Jack's last wish to be buried in echinoderm guts. Or am I misremembering that?


Aluriel will pitch in beside Thorgrim. Her strength is 19 and she can drag about 1500 lbs. She is willing to stick around as long as needed for The Hand to do what he needs to and will help out to get it done. She may not really understand grieving, but she does understand friendship and camaraderie.

Does anyone have armor/weaponsmithing?


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

I got +8 on weapon crafting.


Aluriel appeals to the group for a smith. Upon Thorgrim's stating that he is in fact a weaponsmith, she asks if he can repair the masterwork gauntlets from the beasts stomach.


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

Having dislodged the obstruction from the chosen site of Jack's burial, Thorgrim steps away from the hole and allows those with grievances or spiritual offerings to begin their honorable vigils, or whatever it is these southern sand dwellers decide to inflict upon the mangled elf's corpse. It is while the Ulfen is prying several choice fangs free from the gaping, bloody maw of the enormous creature that Aluriel's inquiry finds his ears. He nods, a gruff grunt of ascent accompanying the gesture. "Mine hands know well the toils of the All-Father. No proper smiðja accompanies us; more difficult, but not without hope. When next we stop, to this task I will commit mine time."

Whenever we get some free time to do so, Thorgrim will repair whatever damage remains on the spiked gauntlets.

Weaponsmithing: 1d20 + 8 ⇒ (16) + 8 = 24


Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

As the beasts corpse is finally unearthed from the sand the Hand begins the process of moving his friend's remains to their final resting place. Arranged around the mangled corpse he places his worldly possessions. A crossed the chest he places the sword and crossbow, resting hands to hilt and stock as best he can. Jack's buckler he uses to hold the meal he will eat in the afterlife, a meager meal to be sure as it consists of trail rations but a meal none the less, and places it on the right side so his spirit may reach to it when he has need on his journey. Too the left he places the chess board and pieces, being sure to set every piece in its place before making an opening move kings pawn to e4. "Your move my friend." He says softly to the now cold flesh that was once a smiling elf as he painstakingly covers the board with sand so the burial will not disturb the pieces later. The hand will then begin singing a prayer for Jack's speedy travel to the afterlife, not well but with resounding voice and solemnity. Afterwards, if no one stops him or provides their own prayers he will allow the professor to say any prayers he likes. "He is for all times to the sand and the dune. His flesh is done and his soul will move on its journey provisioned for its trip. I am only sorry I could not give him more."


character sheet, Maths F transformed (Huge) Hedgewitch 4 / Conscript 8, Gifted T4 | Init +12 Per +16, scent, see in darkness, low-light; +10 vs invis, ½ DC penalty for distance | AC 27, t15, ff(uncanny dodge, 22), CMD 36(39 vs grapple), +2 AC, +2 CMD & DR 2/- vs outsider(evil) | F+15 R+10 W+12(+4 vs charm, compulsion), +3 morale v fear, -2 vs illusion; advantage v mind-affecting; free

While she didn't get to know Jack well, the Steady Hand's grief and devotion brings a tear to her eye. She walks up to the massive Osiriani and places her hand on his shoulder.

"You are a good and devoted friend. Know that your love will surely help his soul on whatever journey he is taking now."

Turning to the open grave, she speaks in a clear strong voice. "Jack McAllister, if you earned this man's true friendship, I don't doubt you earned many more. Thank you for fighting by our sides, all too briefly. May the spirits of the great saurians, and whatever animals watch over your people, lead you to the place where your ancestors dwell. May your ancestors welcome you and watch over you. And may the devotion of your friend, the Steady Hand of Totra, strengthen you to complete the journey."

She then stands there over the grave, in contemplation. She looks around at her surviving comrades. Two battles in two days. How much longer until we're digging the next grave? And for whom?


Nexander feels nothing for Jack. I'm just glad it wasn't me or Aga. Or gods forbid 'Nafe. She's so young, hope she makes it through this to live a little.

While he has no desire to participate in Jack's funeral, he doesn't wish to denigrate it either. Xander simply hangs back a respectful distance, tending to Aga while the others say goodbye to the elf.


With the others having finished their final words to the deceased Jack, Dr. Pinkerton respectfully steps up to the corpse to finish off the burial. As a priest of Pharasma, it is his duty to see the dead off. Pulling out a small tome with the spiral symbol of Pharasma on it, Pinkerton flips to the back, where numerous small, coin-like silver scarabs sit in between the pages. Taking one, he closes the book and returns it to his back pocket, after which he then retrieves a double-edged ceremonial dagger stylized with a beautiful, pale woman on the hilt. Kneeling down next to Jack, he uses the dagger to gently lift the elf's mangled hand and then places the scarab into his palm, before gently lowering Jack's hand. He then stands up, takes a step back, and closes his eyes. In a language none here recognize, he softly chants a prayer for the deceased.

Este cercul de viață, și ne mișcă,
prin disperare și speranță,
prin credință și iubire,
"până vom găsi locul nostru,
pe derularea cale.

Poate Pharasma-l ia,
și poate că-l judece corect.

As Pinkerton finishes, he forms a fist with his empty hand and slowly traces a spiral along his chest. He opens his eyes, and then nods for the group to begin burying the Jack. "McAllaster heads towards the Boneyard, now - to be judged by my goddess. The scarab will prevent his body from returning as an undead - let us not forget his sacrifice, nor fail in our own quest, otherwise his loss would be in vain." After the group finish burying Jack, packing the camels with what was left of Jack's gear, they continue on their way.

Two days, two battles. One can only hope that Unafe's question remains unanswered for the time being.

<< Rocky Hills near the Pillars of the Sun | Afternoon | Clear, Very Hot | Fireday, Gozran 27rd, 4713 AR | Day Five >>

The rest of that day, and the next three days henceforth, prove to be blissfully free of any sort of encounter, problem, or delay for the group - just more of the usual dry, scorching heat that had plagued the expedition from day one. With the aid of Thorgrim, Aluriel was able to fix up the spiked gauntlets the group recovered from the dust digger's gullet the few days previous.

On the fifth day, as the group settles down in the afternoon to set up camp, the group is as tired and exhausted as usual, the heat having been wearing them down. Again setting up camp in a convenient rocky formation, of which there are no such shortages so close to the mountains, the group finally has time to rest and relax after another day’s tiring travel.

However, this day seems to be the end of their spree of avoiding complications, for barely an hour after everyone settles down beneath Thorgrim’s tent, sounds of battle can be heard coming from the south - the direction that the group will be heading in the morning. Although not immediately nearby, the simple fact that the battle is close enough to be heard means its close enough.

The Hand, Sasbrek, & Ardeshir:
Unlike most of the rest of the group, you can quite clearly hear the sounds of battle coming from the south - at your estimate, it is taking place roughly three hundred feet in that direction. Thanks to the rocky terrain, the battle is not visible - but nor is your group. In addition, while you can hear men yelling and the sounds of someone speaking in a clear, distinct voice - though what he says you cannot tell, as he is speaking the words of magic - you can also hear the sound of.. laughing. This can only mean one thing in this region.

Gnolls.


____________________________________________

I’m not sure if I mentioned this on the second day, but now that we are on day 5, please take off five days worth of food. Om nom nom

Nonlethal Damage Taken from Heat:
Aluriel: 9 (Fatigued)
Gi’Chak: 3 (Fatigued)
Nexander: 4 (Fatigued)
The Hand: 7 (Fatigued)
Thorgrim: 1 (Fatigued)

Do note that, since you have rested for an hour since setting up camp, you five all heal one point of nonlethal damage - this is not included in the above tally.

Dice Rolls:

Player Rolls to use Survival to gain a +4 vs Heat while setting up camp
Ardeshir’s Survival Check vs the Heat: 1d20 + 6 ⇒ (18) + 6 = 24 (Success)
Gi’chak’s Survival Check vs the Heat: 1d20 + 6 ⇒ (9) + 6 = 15 (Success)
The Hand’s Survival Check vs the Heat: 1d20 + 5 ⇒ (11) + 5 = 16 (Success)
Thorgrim’s Survival Check vs the Heat: 1d20 + 5 + 2 ⇒ (16) + 5 + 2 = 23 (Success)
Unafe’s Survival Check vs the Heat: 1d20 + 9 ⇒ (2) + 9 = 11 (Failure)

Because of a combination of everyone but Unafe, everyone gains a +4 to their save while setting up camp - animals included. Total people assisted beyond themselves: 18

Player Rolls vs Heat

Ardeshir and Sasbrek immune due to Resistances

Unafe and Yakini immune due to Endure Elements

Aluriel's 1st Save vs DC15: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7 (Failure)
Aluriel's 2nd Save vs DC16: 1d20 + 2 + 2 ⇒ (4) + 2 + 2 = 8 (Failure)
Aluriel's 3rd Save vs DC17: 1d20 + 2 + 2 ⇒ (5) + 2 + 2 = 9 (Failure)
Aluriel's 4th Save vs DC18: 1d20 + 2 + 2 + 4 ⇒ (6) + 2 + 2 + 4 = 14 (Failure)

Gi’chak's 1st Save vs DC15: 1d20 + 3 + 2 ⇒ (10) + 3 + 2 = 15 (Success)
Gi’chak's 2nd Save vs DC16: 1d20 + 3 + 2 ⇒ (4) + 3 + 2 = 9 (Failure)
Gi’chak's 3rd Save vs DC17: 1d20 + 3 + 2 ⇒ (19) + 3 + 2 = 24 (Success)
Gi’chak's 4th Save vs DC18: 1d20 + 3 + 2 + 4 ⇒ (17) + 3 + 2 + 4 = 26 (Success)

Nexander's 1st Save vs DC15: 1d20 + 1 + 2 ⇒ (14) + 1 + 2 = 17 (Success)
Nexander's 2nd Save vs DC16: 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18 (Success)
Nexander's 3rd Save vs DC17: 1d20 + 1 + 2 ⇒ (13) + 1 + 2 = 16 (Failure)
Nexander's 4th Save vs DC18: 1d20 + 1 + 2 + 4 ⇒ (6) + 1 + 2 + 4 = 13 (Failure)

The Hand's 1st Save vs DC15: 1d20 + 8 - 4 ⇒ (5) + 8 - 4 = 9 (Failure)
The Hand's 2nd Save vs DC16: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8 (Failure)
The Hand's 3rd Save vs DC17: 1d20 + 8 - 4 ⇒ (6) + 8 - 4 = 10 (Failure)
The Hand's 4th Save vs DC18: 1d20 + 8 - 4 + 4 ⇒ (10) + 8 - 4 + 4 = 18 (Success)

Thorgrim's 1st Save vs DC15: 1d20 + 6 ⇒ (14) + 6 = 20 (Success)
Thorgrim's 2nd Save vs DC16: 1d20 + 6 ⇒ (1) + 6 = 7 (Failure)
Thorgrim's 3rd Save vs DC17: 1d20 + 6 ⇒ (7) + 6 = 13 (Failure)
Thorgrim's 4th Save vs DC18: 1d20 + 6 + 4 ⇒ (10) + 6 + 4 = 20 (Success)

Player Nonlethal Damage from Heat

Aluriel's Nonlethal Damage from Heat #1: 1d4 ⇒ 2
Aluriel's Nonlethal Damage from Heat #2: 1d4 ⇒ 3
Aluriel's Nonlethal Damage from Heat #3: 1d4 ⇒ 1
Aluriel's Nonlethal Damage from Heat #4: 1d4 ⇒ 3

Gi’chak's Nonlethal Damage from Heat #1: 1d4 ⇒ 3

Nexander's Nonlethal Damage from Heat #1: 1d4 ⇒ 1
Nexander's Nonlethal Damage from Heat #2: 1d4 ⇒ 3

The Hand's Nonlethal Damage from Heat #1: 1d4 ⇒ 1
The Hand's Nonlethal Damage from Heat #2: 1d4 ⇒ 4
The Hand's Nonlethal Damage from Heat #3: 1d4 ⇒ 2

Thorgrim's Nonlethal Damage from Heat #1: 1d4 - 2 ⇒ (1) - 2 = -1
Thorgrim's Nonlethal Damage from Heat #2: 1d4 - 2 ⇒ (3) - 2 = 1

Aluriel’s Perception Check: 1d20 + 3 ⇒ (2) + 3 = 5
Ardeshir’s Perception Check: 1d20 + 4 ⇒ (19) + 4 = 23
Gi’chak’s Perception Check: 1d20 + 7 ⇒ (2) + 7 = 9
Nexander’s Perception Check: 1d20 + 4 ⇒ (1) + 4 = 5
Sasbrek’s Perception Check: 1d20 + 6 ⇒ (20) + 6 = 26
The Hand’s Perception Check: 1d20 + 1 ⇒ (19) + 1 = 20
Thorgrim’s Perception Check: 1d20 + 5 ⇒ (12) + 5 = 17
Unafe’s Perception Check: 1d20 + 10 ⇒ (2) + 10 = 12
Holy hells thats alot of 1's and 2's

Ardeshir’s Knowledge(Local): 1d20 ⇒ 14
Sasbrek’s Knowledge(Local): 1d20 + 1 ⇒ (16) + 1 = 17
The Hands’s Knowledge(Local): 1d20 ⇒ 20


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

Owing to being an invulnerable rager, Thorgrim has DR 2/- against nonlethal damage. Should be 1 nonlethal sustained total; 0 total assuming a point of healing from an hour at camp.


Oh dangit, didn't I forget that last time too? Fixing it.


If we cure the NL damage, will it remove the fatigue?

"Mr. Pinkerton, could you please channel your goddess's power to heal us? I'm not feeling so well in this heat, and it seems we might have trouble."


Yes it will.

Pinkerton, already worried about the nearby battle, looks at Nexander, then shrugs. "Ah.. there is a bit of an issue with that I'm afraid. I am currently unable to do so.. my focus is on Pharasman sermons, not channeling energy to heal or harm. Perhaps.. whoever is fighting will kill themselves off? With the amount of rocky terrain in the area, it would not be difficult for someone to go sneak up and see whats going on."


A cleric who can't channel? Oh, our fearless leader... (-__-)*

Nexander looks at him like he's sprouted a third leg, shaking his head. He pulls out the wand of healing and pokes himself, saying the command word.

Cure Light Wounds: 1d8 + 1 ⇒ (6) + 1 = 7

HP:18/18

"Anyone else need a refresher?" the bard asks around the group. After healing anyone who needs it (roll for yourselves), he draws Betsy, unloaded. Once everyone is ready to investigate, he will whisper words of endless ammunition over his bandolier as they ride out of camp to investigate.

Not casting the spell until we are close to the battle, then loading Betsy. It has a two minute duration, so I should be okay.


Hp 53 AC 24 (Touch 12 , FF 23 ) CMD 16 (19 vs trip and disarm)

Ignoring the fatigue by way of racial.

"Why do we talk while there is someone in need of our aide?" With that question the Hand kicks the Stomach into a loping gait towards the sounds of combat.


"The Hand.. wait!" Pinkerton's eyes go wide as he sees the armored behemoth run off towards the sounds of battle. Quickly running off after him, Pinkerton catches up to the Hand as the latter finds it difficult to find a path big enough for his horse. Ibir, meanwhile, looking more annoyed that his charge is running off than the Hand doing so, runs after the duo. "Please, wait!" Pinkerton says in a hushed tone, not wanting to make too much noise. "We need to approach this cautiously! For all we know, it could be two of our enemies fighting each other. Plus, this area is rocky - if you are insisting on going to their aid, why not do so from a tactical advantage? Use the rocks to your advantage to approach stealthily - then you can give better aid if they are indeed allies or at the very least, not enemies."

As if almost in response, less than a minute after the sounds of battle could be heard, silence breaks out - the battle was over before the group could intervene. "See? You would not have been able to make it in time anyways - it was likely an ambush.. perhaps we are the lucky ones in that we were not the ones ambushed. Please, lets take this cautiously, and not run off into battle." He puts his hand on The Hand's shoulder, trying to ease the warrior.

__________________________________

Indeed, the battle barely lasted 30 seconds as far as you guys can tell. Approaching the scene will force you to cut through very rocky terrain - for the purposes of moving that 300 ft, it will count as difficult terrain. However, doing so will allow you to make stealth checks. Roll once for the entire distance - you may take 10 if you wish. Or, if you want, you can still go on charging to where the battle was - I won't stop ye, though Pinkerton might try. :P


Stats:
HP 16/16; AC xx, Flat Footed xx, Touch xx; CMD xx (xxBer); Fort +x, Ref +x, Will +x; Perception +4; Initiative +x

Thorgrim's jaw sets as the spectacle unfolding before him. Too much was at stake for a desert skirmish to draw their focus away. Only taking a few steps towards the retreating forms, he barks out loudly, still beneath the shade of his tent, "The fólkhagi speaks truly. Be not so eager to draw blood without knowing whom your steel might find. We know the masked ones stalk these sands; one of their number fed the same beast that claimed your friend. Gift them no advantage. Temper your steel with caution, or lose purpose to hefnd aimed poorly."

Almost speaking to himself in a strangely stilted and halted fashion, he utters briefly:

Tími til bardaga.
Tími fyrir hugsun.
Tími fyrir bæði.

Turning to the others still in the confines of the tent, Thorgrim takes a step back and holds the flap open. "Friend or foe or neither. We must discover the truth in this, lest jackals descend on us while we rest. Let us see what hveðrungr greets us this time."

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