Seraphimpunk's Way of the Wicked

Game Master Seraphimpunk

Farholde City Map | >> wilderness map <<


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initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

You see Blackerly lining up a shot, getting ready to fire a bow into 3a. He hears you as the door creaks open though, and instead turns to shot at you.

Shit
longbow: 1d20 ⇒ 8

He drops the bow and moves up to the door, drawing his longsword.

Gridlock hears Blackerly, and draws his sword as he moves over in front of the door, rages, and smashes his sword into blackerly's face.
longsword, rage, power attack: 1d20 + 8 ⇒ (10) + 8 = 181d8 + 10 ⇒ (2) + 10 = 12
punching him in the face with the hilt of his longsword, and opening up a huge gout of blood as Blackerly staggers back.

The Archers on the roof finally see some targets and try to shoot again.
Gridlock: 1d20 - 2 ⇒ (3) - 2 = 1
Ash: 1d20 - 2 ⇒ (3) - 2 = 1

[15+: Forsythe | mist 3 ], [15: Temperance (disguised)], [14+: Warden], [14: Guards], [10+: Leo ], [10: Loran], [7+: Ash], [7: Grumblejack], [4+: Blackerly], [4: Gridlock], [round 4], [17-: Roof Guards],

Forsythe, you're up

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

I'm confused... To clarify, Blackerly is on our level, but warden and other guards are still above us?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

warden is above in 2nd level, there's 2 roof guards shooting down from the top. Warden was on 2nd level, but he and the guards at 2nd floor haven't been firing down on you for a round.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Just sent the weekly update email. hope that helps clarify whats going on

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

Yes! It does.

Grumblejack is lost, Asmodeus has his soul now. We must flee.

Move up to the door in 3a, and open it to peek out. Try to see if there's any immediate dangers out there.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

As soon as I get initiative:
Ahhhhhh!!!!! Save me!!!!!

And I double move toward the door at the front of the keep. Is it barred from the inside/does it look like I can just open it?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

you move up to the door, and manage to lift the brace off of it, whoever comes up next can open it. From what you can see, there's nothing else blocking the way, there's a narrow road over a bridge between you and the small guard house at the end.

You do notice some movement through the murder holes in the east though.

Temperance runs up , close behind Forsythe. Now that the big 2x4 (not literally) has been removed, each door just needs a move action to open.


Acid Bloody Human Skeleton hp 6/6 | AC 19 | T 13 | FF 16 | Fort +2 | Ref +1 | Will +2 (+4 vs channel) | Init +5 | Perception +0

the warden makes some gestures with his hand, and the ball of fire rolls out of the fog and onto Gridlock

Gridlock Reflex, DC 17: 1d20 + 2 ⇒ (9) + 2 = 113d6 ⇒ (6, 4, 2) = 12

then he makes a joke.Knock, Knock, its Judgement Calling!
Ash's Will Save, DC 18: 1d20 + 0 ⇒ (19) + 0 = 19


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[10+: Leo ], [10: Loran], [7+: Ash], [7: Grumblejack], [4+: Blackerly], [4: Gridlock], [round 4], [17-: Roof Guards], [15+: Forsythe | mist 3 ], [15: Temperance (disguised)], [14+: Warden], [14: Guards],

the three guards try to shoot at Forsythe, around Irena.
guard : 1d20 - 6 ⇒ (7) - 6 = 1
guard : 1d20 - 6 ⇒ (2) - 6 = -4
guard : 1d20 - 6 ⇒ (10) - 6 = 4

Gridlock is barely standing after being burned alive horribly. The spongy ball of flame however, winks out of existence.


M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

Spawn, get that door open!

I will follow, and push gridlock along with me if possible


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Gridlock's still standing, he's got at least 1hp and is facing off against Sergeant Blackerly with Ash. Things do look shakey over there though, Blackerly goes before Gridlock, so he'll get an attack before Gridlock goes next. Grumblejack is down, and very heavy, you'll never be able to drag him along on the escape.

Spawn runs forward acrobatics in fog: 1d20 ⇒ 10 and opens the door to the outside. You follow after more carefully, and can pause at the door if you want to drag in Grumblejack, but I'll need a strength check DC 10.

[10: Leo ], [7+: Ash], [7: Grumblejack], [4+: Blackerly], [4: Gridlock], [round 4], [17-: Roof Guards], [15+: Forsythe | mist 3 ], [15: Temperance (disguised)], [15-: Mystery Sounds ], [14+: Warden], [14: Guards], [10+: Loran],


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Leo also hears the sound of armored men practically on top of him.


M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

we may need this big guy for a distraction, he makes an excellent target

strength: 1d20 - 1 ⇒ (14) - 1 = 13


Male Aasimar Antipaladin 2 (hp: 22/22 | AC: 19 | T: 11 | FF: 18 | Fort: +9 | Ref: +5 | Will: +5 | Init: +1 | Perception: -2 | Darkvision

Running towards Blackerly with sword drawn...Distracting him from performing a killing blow.

Heretic...You will be purged.

Intimidate: 1d20 + 4 ⇒ (2) + 4 = 6


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

You drag the body into 3a ten feet.
Leo, you're not quite intimidating, and don't manage to demoralize Blackerly.

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

I'll try and get into position. I'll take off my shield and drop it, then leap to the wall, and try to get over Blackerly.
First I'll try and get behind him

acrobatics: 1d20 + 2 ⇒ (19) + 2 = 21


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

You get behind him. He doesn't like that, and takes a swing at you.

Blackerly attack: 1d20 + 7 ⇒ (7) + 7 = 141d8 + 2 ⇒ (6) + 2 = 8
Missing, but distracting him a bit, and unable to really get out of flank.

[4: Gridlock], [round 4], [17-: Roof Guards], [15+: Forsythe | mist 3 ], [15: Temperance (disguised)], [15-: Mystery Sounds ], [14+: Warden], [14: Guards], [10+: Loran], [10: Leo ], [7+: Ash], [7: Grumblejack], [4+: Blackerly],

Bottom of round 4, Gridlock is up. He raged last round, but only has two more rounds of rage today. Will he keep up the rage and try to finish off Blackerly ?? Stay tuned!!


Male Orc Barbarian 3 (hp: 35/35 | AC: 16 | T: 10 | FF: 16 | Fort: +5 | Ref: +3 | Will: +1 | Init: +4 | Perception: +6 | Darkvision, Light Sensitive)

die you son of a b*&!@!

1d20 + 10 ⇒ (15) + 10 = 251d8 + 10 ⇒ (5) + 10 = 15


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

i surrender! , says Sergeant Blackerly, dropping his sword.

[15+: Forsythe | mist 3 ], [15: Temperance (disguised)], [15-: Mystery Sounds ], [14+: Warden], [14: Guards], [10+: Loran], [10: Leo ], [7+: Ash], [7: Grumblejack], [4+: Blackerly],
[4: Gridlock], [round 5], [17-: Roof Guards],

The guards on the roof fire down on gridlock
1d20 - 2 ⇒ (19) - 2 = 17
1d20 - 2 ⇒ (15) - 2 = 13

Both miss.
Forsythe , you're up


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

map updated.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

On my initiative, I'll move outside the door north of 3a (screaming something about being saved) and stop just outside the door, then use my std to start casting sleep. I think that if I drop it on the murder holes (which I should be able to just see through from outside) that it will burst within the room and put those guards to sleep.

Alternately, I can hit any other targets that present themselves.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

noted, we'll just get you out of the way first since you're declared and order of operations shouldn't matter too much. sleep sounds good.

[15: Forsythe | mist 4 ], [15-: Ground Guards ], [14+: Warden], [14: Guards], [10+: Loran], [10: Leo ], [7+: Ash], [7: Grumblejack], [4+: Blackerly],
[4: Gridlock], [round 5], [17-: Roof Guards], [15+: Temperance (disguised), casting sleep],


Male Ogre Male Ogre (hp: -13/30 | AC: 9 | T: 4 | FF: 9 | Fort: +6 | Ref: -4 | Will: +3 | Init: -1 | Perception: +2 | Darkvision, low-light )

like Temperance, its good if you see you're coming up in the next turn or in a few turns, you can state what you'd like to do. if something dramatic changes you can always revise it, but it helps move it along a little. smurf.


M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

Spawn, come here and help me get this big guy through.

strength Loran: 1d20 - 1 ⇒ (5) - 1 = 4

strength Spawn: 1d20 + 3 ⇒ (2) + 3 = 5

if I or Spawn have any actions left, it will be to close one of the doors again

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

Drop that damned Ogre, he has served his purpose! Our options are to stay and die or run and possibly not die.

I double move to the north. Getting the hell out of here.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Does the path look clear? On the map I see a structure at the end of the path, what is it? Is it manned/guarded/blocked? Does it look like we could swim through the water or is it choppy/the coast rocky?

In other words, could we just run like f$%# to get out of here or do we have more obvious obstacles?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

It looks like a small guard house. you can't see anyone outside it from the gate house. By the small guard house, you think the water is about 40 ft below the path, with some sharp rocks below.

The path to the small guard house is clear, no one is on it. its a wide stone bridge with a two foot guard rail. there don't seem to be any rocks jutting up under the bridge, still about a 40 ft drop. ( simple acrobatics or swim check to negate 2d3 nonlethal damage )


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

the rocky outcrop before the bridge, the path leading from the bridge to the three story gate house, doesn't look like its safe to jump from, huge rocks and outcroppings jut up from the sea and support the path cut in the rock.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

two guards follow Leo through the mist, rushing after him as he tried to get to Blackerly. Both double move.

the hatch in the ceiling opens as the warden apparently opens it, pulsing orbs of force fly from his fingertips into Loran.

magic missile: 2d4 + 2 ⇒ (3, 1) + 2 = 6
the missiles sink in and nearly knock Loran off his feet. His connection to Spawn briefly flickers, but stays strong.

the guards in the murder holes... try to murder.
guard 1 @Spawn : 1d20 + 2 ⇒ (6) + 2 = 81d8 ⇒ 5
guard 2 @Spawn : 1d20 + 2 ⇒ (18) + 2 = 201d8 ⇒ 2
guard 3 @Loran : 1d20 + 2 ⇒ (15) + 2 = 171d8 ⇒ 8

two arrows feather spawn, blood flows freely and he slumps to the ground.
one strikes Loran, nearly causing him to stagger to his knees after getting hit with the magic missile as well.

@loran: down to 1hp
@spawn: down to -1hp

Leo and Loran, your turn.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

maybe important to note, in 3b there's a rope ladder going up into the ceiling hatch there.


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

So is the Warden looking down from the hatch in 3b or 3a?


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

he's looking down through the center hatch. 3a.
I just tried some pseudo forced perspective stuff to show the opening, he's the "W", standing just west of the opening in the ceiling of 3a. targetable for spells, but "cover" for ranged attacks.


Male Aasimar Antipaladin 6 (hp: -9/60 | AC: 21 | T: 11 | FF: 20 | Fort: +11 | Ref: +6 | Will: +6 | Init: -1 | Perception: -4 | Darkvision)

posting for Doug, he told me he wanted to swing at one of the two guards, but hasn't posted yet, so just posting it for him. think i have the stat modifiers right for it.

move: detect good in guard ( yeah he's good )
swift: smite good
standard: longsword: 1d20 + 9 ⇒ (19) + 9 = 281d8 + 5 ⇒ (6) + 5 = 11
free: 5 ft step away so Ash or Gridlock can join and fight.

confirm: 1d20 + 9 ⇒ (11) + 9 = 201d8 + 5 ⇒ (2) + 5 = 7


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Leo's eyes blaze with balefire briefly as he stares into the guard's soul, seeing the glint of gold in his heart, Leo strikes unerringly, plunging his sword directly into the guard's chest, through his heart, and slides the blade out as the guard slumps to his knees.

[10+: Loran | delay ], [7+: Ash], [7: Grumblejack], [4+: Blackerly],
[4: Gridlock], [round 5], [17-: Roof Guards], [15+: Temperance (disguised), casting sleep], [15: Forsythe | mist 4 ], [15-: Ground Guards ], [14+: Warden], [14: Guards], [10: Leo ],

Delaying Loran so he can think about what he should do.

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

I delay


Male Orc Barbarian 3 (hp: 35/35 | AC: 16 | T: 10 | FF: 16 | Fort: +5 | Ref: +3 | Will: +1 | Init: +4 | Perception: +6 | Darkvision, Light Sensitive)

last round of rage.
I move through blackerly, shouldn't offer resistance since he dropped his weapon and surrendered. and hit the guard next to Leo.

longsword: 1d20 + 10 ⇒ (15) + 10 = 251d8 + 10 ⇒ (8) + 10 = 18
and slice him to ribbons.

::spits on his corpse::

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

I come out of delay, use a move action to take off my shield.
and bash Blackerly's brains in.

heavy mace: 1d20 + 8 ⇒ (12) + 8 = 201d8 + 2 + 1d6 ⇒ (1) + 2 + (4) = 7
Like we'd really let you live.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[15+: Temperance (disguised), finished sleep ], [15: Forsythe | mist 4 ], [15-: Ground Guards ], [14+: Warden], [14: Guards], [10+: Loran | delay ], [10: Leo ], [4: Gridlock], [3: Ash], [round 6], [17-: Roof Guards],

trumpets blare from the roof, echoed by the guard tower down the path

Temperance, your sleep goes off.
Will @archer 1: 1d20 - 1 ⇒ (7) - 1 = 6
Will @archer 2: 1d20 - 1 ⇒ (6) - 1 = 5
Will @archer 3: 1d20 - 1 ⇒ (14) - 1 = 13

I believe that's a TPK for them as they all fail and fall asleep behind the murder holes in 3c.
what would you like to do this round Temperance? you did move + started sleep last round, so you have a move this round?

Loran if you want to come out of delay, just chime in.


M Damphyr male Dhampir Summoner 6 (hp: 31/31 | AC: 19 | T: 13 | FF: 16 | Fort: 1 | Ref: +5 | Will: +6 | Init: +3 | Perception: +13 | Darkvision, low-light )

I move to the unconscious bleeding guards, lick my fangs, and bury them in the closest neck.

Blood drain for temp HP.

Spawn has served his purpose for today, someone dispatch him while I feed, and I shall call forth some fiends to fight for us


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

forgot that you did that to the guards you chained up as well. so you had 5 temp hp going into the fight. with that, the magic missile and the arrow damage only did 3 hp of real damage. so you're at 6hp, and just renewed your 5 temp hp.

Loran moves out into the mist, but can just double move up to one of the downed guards. his fangs sinking out as he eagerly draws near his meal.

[15+: Temperance (disguised), finished sleep ], [15: Forsythe | mist 4 ], [15-: Ground Guards ], [14+: Warden], [14: Guards], [10: Leo ], [4: Gridlock], [3: Ash], [round 6], [17-: Roof Guards], [16: Loran]

Dark Archive

Male Tiefling Alchemist 6 (hp: 52/52 | AC: 18 | T: 12 | FF: 16 | Fort: +7 | Ref: +7 | Will: +2 | Init: +2 | Perception: +9 | Darkvision)

::ash whispers::
Should we go upstairs and finish off the Warden? or flee now that the Gate House is clear? I want to kill that bastard.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

Forsythe sees two guards and a dog on a leash emerge from the little guard house at the end of the bridge, inquisitively looking to see whats going on up at the Gate House.

they're just inserting this round, placing them on 15 after Forsythe, but throwing up the description now. they're not going to act twice this round.

Also an image of the prison, in case that helps you imagine the rocky coast, and the bridge, as well as where it might behoove you to jump, should you want to jump.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[15: Forsythe | mist 5 ], [15-: Dog & Guards ], [14+: Warden], [14: Sleeping Guards], [10: Leo ], [4: Gridlock], [3: Ash], [round 6], [17-: Roof Guards], [16: Loran], [15+: Temperance (disguised) ],

summing up the current threats: the warden and the roof guards shooting down on you are the threat by the Gate House; the Dog & Guards are the threat from the small guard house at the end of the bridge.

Dark Archive

Female Dhampir Cleric 4 (hp: 20/20 | AC: 18 | T: 13 | FF: 15 | Fort: +2 | Ref: +4 | Will: +8 | Init: +5 | Perception: +10 | Darkvision, low-light )

I calmly double move forward (but avoid a charge lane), laughing and yelling, while holding my unholy symbol of Asmodeus aloft:

Haha! You fools. The forces of the Dark Lord Asmodeus are upon you. Already the flesh is rent from Blackerly's bones, and the majority of your fellow guards lie with their Souls in my liege's grasp. Our army of undead shall grow even greater this night!

Bluffity: 1d20 + 7 ⇒ (20) + 7 = 27


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

rotflmfao. but single move with this believable bluff as a standard lets say.

they blanche as the dhampyr , wearing the guard uniform, laughs maniacally and start to turn to flee


Acid Bloody Human Skeleton hp 6/6 | AC 19 | T 13 | FF 16 | Fort +2 | Ref +1 | Will +2 (+4 vs channel) | Init +5 | Perception +0

you loose sight of the warden, as he steps away from the trapdoor in the ceiling. nothing flashy or obvious happens, and you don't hear whether he casts anything.


initiative:
[r1] [17: Ash], [16: Victor], [14: Loran], [9: Leo], [8: Forsythe], [6:Temperance], [5: Neji]
| MAP

[10: Leo ], [4: Gridlock], [3: Ash], [round 6], [17-: Roof Guards], [16: Loran], [15+: Temperance (disguised) ], [15: Forsythe | mist 5 ], [15-: Dog & Guards ], [14+: Warden], [14: Sleeping Guards],

blackerly appears outfitted like the rest of the soldiers here, though witha sergeant's uniform instead of a guard uniform. there also appears to be a potion on his belt, chainmail instead of a chain shirt, and nicer longsword, and a keyring with many keys on his belt. move action to get any item off his body


Female Kitsune Sorceress(Fey,Tattooed) 5 (hp: 30/30 | AC: 16 (assumes MA) | T: 12 | FF: 14 | Fort: +3 | Ref: +3 | Will: +3 | Init: +4 | Perception: +0 | Low-light)

Mother f&!!er, I have message and forgot to cast it on everyone before this party started.

In my Temperance voice, moderate volume, trying to hug the door with my move action so I'm not visible from above:
This is a prison break, doesn't need to be a complete slaughter. Let's get out of here while we can, boys.


Male Aasimar Antipaladin 6 (hp: -9/60 | AC: 21 | T: 11 | FF: 20 | Fort: +11 | Ref: +6 | Will: +6 | Init: -1 | Perception: -4 | Darkvision)

Delay

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