Serpent Skull: Dungeon World Edition (Inactive)

Game Master Whack-a-Rogue

Silvio's Map


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XP: 0/8 | Debt: 1
Warlock Moves:
Eldritch Pact | Fey Patron | Sorcerous Weapon | Spellcraft | Spirit Binding | Shadow Walk
Stats:
HP: 13/13 | Damage: D8 | Armor: 0

Amy/Boram:
Keith rolls his eyes. "I'll be fine. If I need you, I'll holler." Keith walks out of the room and heads towards the Captains Quarters.


Boram:
Mark an XP. Failure is fun in Dungeon World. ;-)

The punctures appear to be caused by a rapier. Now that you think about it, the castaway you picked up shortly before the shipwreck (Silvio) carries a rapier....

Gleus/Silvio:
With a few well-placed kicks, the burly Barbarian breaks down the cell door.

Captain's Quarters:
As Keith enters this room, he's struck by a flashback.

With a sickening crack, the wall shatters, and a massive wall of water rushes in. In desperation, the Warlock casts a frantic spell. "Save us..." is all he can get out before the water sweeps him away.

In the center of the room is a beautiful globe made of water. On your entrance, it collapses onto itself and quickly flows away, leaving its contents behind - a perfectly-dry map. Silvio's map.

The majority of the rest of the captain's cabin has been washed through the gaping hole in the side. However, his enormous wooden desk remains. In its various drawers, you find the captain's log, a map of the common shipping lanes to Eledar, an ornate key, a small wooden model of the Jenevive inside a glass bottle, a pouch containing 50 coins, an emergency medical kit (Bandages x10), and a Holy Symbol of Nethys.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Keith, Boram:
"No offense was intended. We will wait here if you need us or need to put more stuff in the sack. If that is OK with you Boram."


I should probably mention that everything in the storeroom adds up to over 30 weight. I don't think a sack will cut it unless you're taking multiple trips.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

The sack is just one of the canvas. What if we used the other two canvas to strengthen it? We are just dragging it from where we are to the entrance. So this would be a short trip and Amy has seen bankers to pull bodies a short distance, where in the long distance would cause the blanket to break.


I think you missed the point slightly. ;-) You've accumulated supplies weighing significantly more than even Gleus' maximum carrying capacity. Quite a bit of it is bulky and awkward to carry, as well. We're talking at least 300 pounds of stuff. How are you getting it off the ship, through the chest-deep water, and onto the shore?


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Amy was thinking of dragging it to the entrance of the ship and the discussing with the group what to keep and want to toss. This would let the whole group to pick and not just us three. Or should we pick our things now?


Thief Moves: Halfling | Trap Expert | Tricks of the Trade | Flexible Morals | Poisoner (Goldenroot) - Statistics: HP: 18 | Armor: 1 | Damage: D8 (+2 ranged/+d6 backstab) | Alignment: Evil | Exp: 1/8

Keith/Amy:
Boram looks up as Amy addresses him, clearly miles away. The little halfling is poking his fingers through the holes in his new leather armor, his expression dancing from confusion to apprehension in an instant. "Aye... Aye that's fine. See ye' Keith."

That's what I was thinking as well. Have everyone drag whatever they find back to the deck, then divvy it up there.


XP: 0/8 | Debt: 1
Warlock Moves:
Eldritch Pact | Fey Patron | Sorcerous Weapon | Spellcraft | Spirit Binding | Shadow Walk
Stats:
HP: 13/13 | Damage: D8 | Armor: 0

Captain Quarters:
Keith became faint and sat down on the floor. Taking a second to catch his breath, he waved air into his face. The hells was that? Soon, he recovered and went over to fetch the map, placing it in the backpacks he was carrying. Deciding not to tell of what he did just yet, he made his way back to Amy and Boram.

Amy/Boram:
Still a little dizzy he walked into the room slowly. "I found a map. It looks relevant. What do you think?" He fished it out of the backpack and showed the others.

-Posted with Wayfinder


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Boram/Keith:
Amy looks at Keith and sees that something is wrong as he walks in. "Are you OK Keith? Do you need me to medical check you out?" Ask Amy with concern.

While waiting for Keith's answer, Amy looks at the map in his hands. Boram, does this look familiar? Do you thing you could use this and our heading to figure where we might be? ask Amy.

Amy can notice that there is something wrong with Keith by his walking due to her years in medical training.


Thief Moves: Halfling | Trap Expert | Tricks of the Trade | Flexible Morals | Poisoner (Goldenroot) - Statistics: HP: 18 | Armor: 1 | Damage: D8 (+2 ranged/+d6 backstab) | Alignment: Evil | Exp: 1/8

Boram fingers it a little, then shrugs. "I've never really been a map man, me'self. Never seen this one before, either. I don't think it's one o' ours though." The little halfling motions back to the deck: "Shall we?"


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

GM:

Did anyone answer Silvio’s call?

Determined to find the keys to Jask’s shackles Silvio heads for the captain’s cabin. While there he rumages through the desk, the bed and any private stash the captain may have had.


@Silvio: Sorry about that. It completely slipped my mind. Hang tight. :-)

Boram/Amy/Keith:
You hear Silvio's voice call up from belowdecks. "Friend Boram? Friend Keith? Friend Amy? Have you found anything? Silvio and Silvio's good friend Gleus found friend Jask below deck, shackled in unbreakable bonds. Have you found the captain or his key?" Make sure to include Silvio/Gleus in your response (if any).


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Boram/Keith:
"Do you hear Silvio?" asks Amy of Keith and Boram.

"Peace to you my friend Silvio! Have not found the captain or a key but we found a map and supplies. replies Amy.


HP 24/24 | Armor 1 | 1d10 Damage | Barbarian 1 (0/8 xp)

Gleus emerges from below deck, helping Jask along as the prisoner's eyes adjust to the bright but refreshing sun. "Not much below deck save for this fellow." Gleus motions to Jask.


XP: 0/8 | Debt: 1
Warlock Moves:
Eldritch Pact | Fey Patron | Sorcerous Weapon | Spellcraft | Spirit Binding | Shadow Walk
Stats:
HP: 13/13 | Damage: D8 | Armor: 0

Keith frowns. "I found the map..." He begins to brush his hair again, agitated.

-Posted with Wayfinder


Thief Moves: Halfling | Trap Expert | Tricks of the Trade | Flexible Morals | Poisoner (Goldenroot) - Statistics: HP: 18 | Armor: 1 | Damage: D8 (+2 ranged/+d6 backstab) | Alignment: Evil | Exp: 1/8

"Aye, it was Keith. Oh, wonderful: the scallywag's alive then." Boram gestures to the pile of things they've picked up. "I think we'd better get movin', lot'a stuff 'ere."


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Bowing to Keith, Amy states, "You are correct my friend. I did not mean to steal from your accomplishments. You did find the map and thanks to your efforts we might be able to find out where we are.

Looking at Boram and the rest of the present party, "Right, lets all pull this canvas to the entrance of the ship. We should be able to as a group. Amy grabs a section of the canvas and glances at Jask.


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

"Oh, a map. Silvio is intrigued. Who knows what secrets it may lead to?" Silvio says and his mind begins to wander. After a moment of introspective daydreaming the chelaxian hero snaps back into the mundane non-treasure hunting reality of the Guenivare wrecked main deck. "Have you had time to search the captain's cabin? Silvio was just going to look through the captain's chambers in search for a key to remove friend Jask's unjust shackles."


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

"I have not been to the captain's chambers but Keith has. Keith, do you notice any keys in the captains chambers?" ask Amy.


HP 24/24 | Armor 1 | 1d10 Damage | Barbarian 1 (0/8 xp)
Amy Eir wrote:


Looking at Boram and the rest of the present party, "Right, lets all pull this canvas to the entrance of the ship. We should be able to as a group. Amy grabs a section of the canvas and glances at Jask.

Gleus interlocks his fingers and pops his joints. "Just tell me what to carry and I'll do it." Relieved to have a simple, physical task Gleus enthusiastically gets to work grabbing a section of canvas and moving supplies to a designated area. During his third trip moving the meat up on deck Gleus speculates, "I think we will need to make more than one trip." Gleus smiles and combs his fingers through his hair. "Why dont you all look around some more and I'll start carrying the food back to shore."

If its alright with you all Gleus will start carrying what he can back to the others on the beach.


Let's fast-forward a bit....

The ship fully explored, everyone returns to dry land, lugging heavy canvas full of equipment with them. Once ashore, you sort through everything you found.

Everything of potential value:
Captain's log
Map of the common shipping lanes to Eledar
Ornate key
Small wooden model of the Jenevive inside a glass bottle
Pouch containing 50 coin
Emergency medical kit (Bandages x10) 1 Weight
Holy Symbol of Nethys

Crates of Preserved Meat (Dungeon Rations x21) 21 Weight
Three large canvas sheets 1 Weight each
150ft of hemp rope 2 Weight
Five shovels 1 Weight each
Bullseye lantern and enough oil to last for 24hrs 1 Weight
Miscellaneous odds-and-ends (Adventuring Gear x10) 10 Weight

Total: 43 Weight

You have a TON of equipment, multiple NPCs (including still-manacled Jask), and Silvio's map. What does everyone want to do?


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Amy is glad to be back on dry ground. She pulls out the following items from the pile from the ship: Emergency medical kit (Bandages x10), one of the canvas sheets, one of the shovels, three of the preserved meats (Dungeon Rations x3), and two of the miscellaneous odds and ends (adventuring great x2).

"If it is ok with everyone, I will carry these items for the group. Look Silvio, here is a possible key that you were looking for. " stated Amy.


XP: 0/8 | Debt: 1
Warlock Moves:
Eldritch Pact | Fey Patron | Sorcerous Weapon | Spellcraft | Spirit Binding | Shadow Walk
Stats:
HP: 13/13 | Damage: D8 | Armor: 0

Keith shrugs the last bit onto the ground. "We need to make a home base to keep all of this stuff and things we find. We can't carry all of this, so we should find a safe place to store them." Discern Realities: 2d6 ⇒ (5, 6) = 11 Keith looks closely at the trees around the shore, looking to see if there are some sturdy enough to tie a canvas to and haul up some of the food to keep it away from scavenging animals.

- What should I be on the lookout for?
- What here is useful or valuable to me?
- What here is not what it appears to be?


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

"Thank you, Lady Amy. The key looks abit to ornate for regular shackles but on the other hand these shackles are of magnificent quality, far from normal", Silvio says and accepts the key. He walks over to Jask and tries it in the lock.

Silvio will as much as he can to shore, although he will not carry around anything that implies manual labor (like the shovels or the rope).

When the things we want have been moved to the shore
"So what are our options? Silvio suggests that we set up a camp that can serve as a base as we explore this island and its mysteries."


XP: 0/8 | Debt: 1
Warlock Moves:
Eldritch Pact | Fey Patron | Sorcerous Weapon | Spellcraft | Spirit Binding | Shadow Walk
Stats:
HP: 13/13 | Damage: D8 | Armor: 0

Keith growls at Silvio. Idiot. IDIOT! IDIOT!


Keith wrote:
What should I be on the lookout for?

There are many tracks on the beach and near the treeline. While a lot of them are unfamiliar to you, you can definitely see the pawprints of some kind of large cat.

Keith wrote:
What here is useful or valuable to me?

As luck would have it, there are several large palm trees nearby that could easily be used to store your supplies. In addition, as you explore the area, you think you hear running water inside the treeline. Perhaps there's a stream.

Keith wrote:
What here is not what it appears to be?

The prisoner Jask seems like a really nice guy. He's polite, articulate, and has yet to make a single complaint. From what you'd heard about him during the voyage, he was a real monster who destroyed the lives of many influential people. There's definitely a rather large disconnect between what you were told and what you're seeing.

@Silvio:As luck would have it, the ornate key fits perfectly in Jask's manacles and easily unlocks them. "My thanks to you, friend. I owe you and your companions my life."
The Map
The X has been there since the first time you saw the map. Nobody has any idea what it represents.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

"Great idea Keith. Have you any idea on where to set up base?" questions Amy.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

John Fleet reporting in! Whenever YBD and I work out how best to meet up with you all, I'll join the game proper.


XP: 0/8 | Debt: 1
Warlock Moves:
Eldritch Pact | Fey Patron | Sorcerous Weapon | Spellcraft | Spirit Binding | Shadow Walk
Stats:
HP: 13/13 | Damage: D8 | Armor: 0

Keith points. "Over here. We can tie our food and supplies up in these trees so wild animals can't get to it. Speaking of wild animals. Looks like there are big cats of some sort here. Best be careful and find a place to make a fire to keep them away."

-Posted with Wayfinder


HP 24/24 | Armor 1 | 1d10 Damage | Barbarian 1 (0/8 xp)

Gleus glances over towards Gelik, a smile growing on his face. I wonder if he can juggle! As the large warrior moves towards future merriment his foot brushes over poor, dead Fighgut's foot. Damnit Gleus, if you dont respect the dead the gods will torment you. Gleus lets out a gloomy sigh as his good mood turns gray. He finds himself a shovel among the wreckage and gets to work digging graves up by the treeline.

Are any of the crew unaccounted for?


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

"Looks like a great location."

Amy heads to tree line. Once she get there she climbs one of the largest tree and ties the canvas between the limbs, Amy makes sure that it is hight enough that the only way to get the canvas was to climb the tree. While up there, Amy breaks off some of the dead limbs to use as fire and drops them down.

"Does any one have anything that they want to put on the canvas?" Amy puts the shovel in the canvas.

While waiting for an answer from the rest of the group, Amy prays to Sarenrae for guidance. Amy faith leads her to find Sarenrae's will for Amy's actions. "Sarenrae, I give you thanks for the safety of myself and the rest of the group. Bless us and keep us. I pray that you would give me guidance on where to go."

Guidance Rote: 2d6 + 1 ⇒ (4, 2) + 1 = 7

You draw unwelcome attention or put yourself in a spot.

"Gleus, may Sarenrae bless you for actions in giving the dead peace." calls Amy to Gleus.


@Gleus: Most of the crew are scattered around this stretch of beach. The First Mate's body is currently in the Jenevive's storeroom (Keith, Amy, or Boram told you). You haven't seen any trace of the Captain.

@Amy: A glowing arrow appears and points into the jungle before vanishing. Lacking a compass, you have no idea which direction that is, although the lack of a downward slant to the arrow is interesting. Unfortunately, you only have the briefest of moments to contemplate this mystery before your lack of Ranger training manifests itself. The branch you're sitting on gives an ominous *crack*, and you feel it begin to shift. You're about to take a nasty tumble. What do you do?


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Meanwhile, deeper in the island jungle...:

"Ggrrrrrnnnnnnnrrrr."

"What? No, I hadn't read that novel. I was never one for fanciful stories of ocean voyages, Harriman, you should know that." the young necromancer giggled to himself a little. Talking to a zombie...he must really be losing his mind.

Fleet sighed as he regarded his former master, his mirth momentary, as always. What a situation to be stuck in...sleeping in the dirt on some godforsaken jungle island with a zombie. The one-armed undead dwarf was hunkered down between two enormous tree roots, staring at him and groaning faintly under his breath. In life, his master had explained to him that zombies "groan" because the negative energy needed to sustain their undeath is localized around their hearts, and the swirling of the eddies of magic within the zombies' chest cavity causes the lungs to expand and contract in a mockery of breathing. Harriman had gone from teacher...to exhibit A.

Fleet sighed, signaling his zombie to stand watch for threats as best he could, and rolled over to look up at the stars. Tomorrow, he resolved, he would continue to search for friendly, intelligent life on the island. There had to be someone here that didn't want to eat him or skin him alive...theoretically...

Just posting some fluff while I get ready to join! Excited to play.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Looking at the glowing arrow at it points off into the jungle, Amy almost missed the *crack* noise below her. Reaching for a near by branch, Amy tries to find support to keep from falling.

defy danger: dex: 2d6 + 1 ⇒ (3, 1) + 1 = 5

this is gonna hurt


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

While examining the paw tracks Keith pointed out something starts stirring at the base of Silvio’s neck. His heroic senses was trying to warn him that danger looms somewhere close. The chelaxian learned early to act quickly on his impulses and his eyes begin immediately dart from side to side trying to locate the source of the perilous situation. In his peripheral vision the young noble spots Amy’s jeopardous predicament. With the speed of a striking viper Silvio draws his hidden stiletto and throws it at one of the ropes holding the canvas up. In the same motion the dashing chelaxian runs beneath the soon to be falling Amy, grabbing the now loose canvas and prepares to soften the clerics plunge.

What I want to do is to sever one of the ropes holding up the canvas so it can drop down while still being attached at the other end creating a slide that he can use to catch Amy as she falls. If that fails he will try to get underneath her to break her fall, taking any potential damage himself.

Defy danger roll?:

Defy danger roll: 2d6 + 1 ⇒ (3, 4) + 1 = 8


@Silvio: That's very clever. I'm down for it. :-)

Amy flails wildly about as the branch snaps, sending her plummeting down to the ... canvas? This slows her fall enough for Silvio to dive underneath her and cushion her fall. Instead of a broken leg, she suffers only a scraped knee. Silvio's not quite as lucky, but he still manages to walk away with only a minor bruise or two. Silvio takes 1d4 damage, and his stiletto is now stuck in the tree trunk.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Amy looks in wonder at her hero. "Sarenrae's blessing to you Silvio. Thank you for saving me. My I heal you of the bruising that you got from saving me?

Amy has Silvo lay down as she waves her hand over him while the healing spell works its magic on him. "I call on Sarenrae's blessing to heal this man of action. May your touch heal him of his wounds.

Cure Light Wounds: 2d6 + 2 ⇒ (3, 5) + 2 = 10 ybd: Silvio should not have to roll now since the max damage was 1d4 and my spell healed a max of 1d8?

took one xp for the failed defy danger roll

While I was up in the tree, Sarenrae pointed to head deeper into the forrest as the best way for us. I might get more guidance later to give more direction." states Amy to the group.

@ybd: Even thought Amy is not a ranger or having a compas; I figure that Amy can tell if the arrow pointed generally ahead, to the left, or the right?


Silvio still needs to roll in case your spell heals less than his damage. The arrow pointed straight ahead into the jungle, by the way. You just don't know if that's North, East, etc.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Healing: 1d8 ⇒ 4


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

Damage roll: 1d4 ⇒ 2
Although it is moot as Amy rolled a 4 on her heal

"Do not mention it, lady Eir", Silvio replies with a winning smile. "It is Silvio's duty to step in when danger looms and injury threatens his friends!"

After Amy administers her healing Silvio will climb up the tree to retrieve his Stiletto.

Amy Eir wrote:

While I was up in the tree, Sarenrae pointed to head deeper into the forrest as the best way for us. I might get more guidance later to give more direction." states Amy to the group.

"Oh, a divine portent? Silvio is intrigued! Perhaps your deity is guiding us to a better site to setup camp?"

Would it be outside of the realm of possibilty that Silvio is able to discern the cardinal direction of the arrow Amy described?


HP 24/24 | Armor 1 | 1d10 Damage | Barbarian 1 (0/8 xp)
Silvio Callgari Pazzi wrote:


Amy Eir wrote:

While I was up in the tree, Sarenrae pointed to head deeper into the forrest as the best way for us. I might get more guidance later to give more direction." states Amy to the group.

"Oh, a divine portent? Silvio is intrigued! Perhaps your deity is guiding us to a better site to setup camp?"

Gleus steps up to the pair and stakes his shovel into the ground. "I, too, am under the impression that Sarenrae is a good and just Goddess. I'm sure whatever it is she wants us to see is important. We still have some sunlight left yet, what say you all? Shall we investigate up into the jungle a ways?"


@Silvio: The symbol appeared to point East.

Before I update, is anyone doing anything with the living NPCs or your copious amounts of supplies? At the moment, all you have is an empty broken bear bag hanging from a tree.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

"Sarenrae is a good and just Goddess. I agree we should investigate the jungle but before we do, we need to safely store our supplies." responds Amy.

Amy sucks up her courage and climbs a tree closer to the other three trees holding the bear bag up, and as she climbs she holds unto the left over rope of the bear bag. One level with the other sides, Amy tries to tie the bag the the limb.

Amy is the rest of the rope from the section that Silvio's stiletto cut. Assuming that the stiletto cut near the tree or the middle of the rope that was holding the canvas up and not at the base of the canvas.

" Can you guys hand me any supplies we want to leave up here? Also, please get my shovel that fell please. " Amy calls out.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Am I close enough to shore to hear Amy's shouting, or am I further inland?


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

While attempting to retrieve his stiletto, Silvio will aid Amy in reattatching the canvas to the tree and to haul any excess equipment there. "Lady Amy is right. Once we store the gear we do not need for exploration we should head east and see what the goddess is trying to show us."

Once the equipment is safely stored Silvio will take point (unless we have an experienced woodman that insists on leading the group through the jungle) as we explore the island further eastward.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Amy wil list the items in the bear bag on her page to keep track of the items there. Please let Amy know of you have any of the items so the list of the bear bag is correct.

With Silvio's help, Amy is able to get the bear bag up in the air and the items in the bag. "Silvio, Keith, Jask, and Gleus, do you have what you need? Has any one seen Boram? I have not seen him in a while. Keith are you ok with heading east instead of exploration around here?" ask Amy.


HP 24/24 | Armor 1 | 1d10 Damage | Barbarian 1 (0/8 xp)
Amy Eir wrote:

"Has any one seen Boram?" asks Amy.

Gleus scans the beach, "I swear I saw the little buggar just a moment before, hmm..." Gleus pats his trusty axe, "I think this is all I'll need."

I want to meet John! And fight jungle cats!


You head into the jungle in the general direction indicated by Amy's spell. After some time, you hear movement up ahead. When you draw closer, you see a pair of figures. There's a bedraggled-looking human and a one-armed zombified Dwarf.

The Man


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Harriman the zombie dwarf (minus the axe)

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