Tervalis Evergreen Arc 1 (Inactive)

Game Master Ietsuna

Crypt of the Everflame Maps


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Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Alessio is downed?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The other members of the party see the kitusune jerks as if massive weapons had struck him and he falls down.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

DC 10 heal check

10:
There are no wounds


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

yes, but non lethal damage

Sovereign Court

F Picture of Geirahöð Human
Stats:
hp 30/30 AC 21|T 11 |FF 20, F +4|R +3|W +3, Init +1, Per +8
Urban Ranger 3

Heal: 1d20 + 2 ⇒ (7) + 2 = 9
"What´s up with this one? I am confused. The heat I guess!"


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

LOL!

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Any other attempts at a heal check? Do I come to after a time?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I am just waiting to see if there are other party members who are going to try to help you out. You will come to eventually

Grand Lodge

Status: -2 STR | Wand CLW: 43/50 | 1/1 Bears Endurance | 1/1 CLW Fighter (melee) 2 | 01/20 HP | AC 22 | T 13 | F 19 | Init +4 | Per +0 | Fort +5 | Ref +2 | Will +0 | +6 Cold Iron Longsword 1d8+3 | +5 Silve Shortsword 1d6+2 19-20 | +4 Dagger 1d4+3 |

Barred interposes himself between Alessio and yells.

"They are not real!"

And slaps him across the face.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

About 5 minutes later the kitusne wakes up no worse for the ware.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Whew! What was that? Was I dead? Thank you for dispatching them, Barred. This is quite a dangerous place, we should continue carefully. Alessio hops up and follows the group through the innards of the dungeon.

Grand Lodge

Status: -2 STR | Wand CLW: 43/50 | 1/1 Bears Endurance | 1/1 CLW Fighter (melee) 2 | 01/20 HP | AC 22 | T 13 | F 19 | Init +4 | Per +0 | Fort +5 | Ref +2 | Will +0 | +6 Cold Iron Longsword 1d8+3 | +5 Silve Shortsword 1d6+2 19-20 | +4 Dagger 1d4+3 |

"I didn't.... yes, yes you are correct that is what happened. Keep your eyes out for... whatever."


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

What next?

Grand Lodge

”Belor” | male N human (Shoanti) skald (belkzen war drummer) 3 | HP 27/27 | AC 17, T 12, FF 15 | CMB +5, CMD 17 | F +5 R +3 W +2(+4 bonus on saving throws against bardic performance, as well as all sonic or language-dependent effects ) | Init +2 | Perc +5 SM +6 | Speed 20ft | raging song 11/11; spells: 1st 4/4 | Active Conditions: None

Belor indicates the passage to the right. What's down there, do you think?

Token placed at the passage for clarity.

Grand Lodge

Status: -2 STR | Wand CLW: 43/50 | 1/1 Bears Endurance | 1/1 CLW Fighter (melee) 2 | 01/20 HP | AC 22 | T 13 | F 19 | Init +4 | Per +0 | Fort +5 | Ref +2 | Will +0 | +6 Cold Iron Longsword 1d8+3 | +5 Silve Shortsword 1d6+2 19-20 | +4 Dagger 1d4+3 |

"Only one way I know to find out. Hopefully not more phantoms."

Sovereign Court

F Picture of Geirahöð Human
Stats:
hp 30/30 AC 21|T 11 |FF 20, F +4|R +3|W +3, Init +1, Per +8
Urban Ranger 3

The ulfen women just shrugs and nods. "Do not dilly dally. We are wasting daylight!"


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

You follow the map and the road for the rest of the day.the sunlight begins to fade and a cold wind begins
to rattle through the leafless forest. There is now no sign
of civilization in sight. Establishing a safe camp is important.

Survival Check 10 to find a suitable place to stay for the evening.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

survival: 1d20 + 4 ⇒ (16) + 4 = 20

We should bed down for the night. I, for one, have had a HELL of a day.

If there are no other demands on Alessio for the night, he prepares an Extract of Negate Aroma to be undetectable by scent for an hour as he settle in to sleep.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

You are able to find a good place to rest for the night.

Watches?

Grand Lodge

”Belor” | male N human (Shoanti) skald (belkzen war drummer) 3 | HP 27/27 | AC 17, T 12, FF 15 | CMB +5, CMD 17 | F +5 R +3 W +2(+4 bonus on saving throws against bardic performance, as well as all sonic or language-dependent effects ) | Init +2 | Perc +5 SM +6 | Speed 20ft | raging song 11/11; spells: 1st 4/4 | Active Conditions: None

I don't have a watch, but I do have a little sun dial.

I'll take a watch, not concerned about if it is first, second, third, last whatever.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Alessio beds down quickly, so he'll be rested for the last watch.

Grand Lodge

Status: -2 STR | Wand CLW: 43/50 | 1/1 Bears Endurance | 1/1 CLW Fighter (melee) 2 | 01/20 HP | AC 22 | T 13 | F 19 | Init +4 | Per +0 | Fort +5 | Ref +2 | Will +0 | +6 Cold Iron Longsword 1d8+3 | +5 Silve Shortsword 1d6+2 19-20 | +4 Dagger 1d4+3 |

I will get up early and take last watch.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

So 2 people on last watch and Belor on 1st?

Grand Lodge

Status: -2 STR | Wand CLW: 43/50 | 1/1 Bears Endurance | 1/1 CLW Fighter (melee) 2 | 01/20 HP | AC 22 | T 13 | F 19 | Init +4 | Per +0 | Fort +5 | Ref +2 | Will +0 | +6 Cold Iron Longsword 1d8+3 | +5 Silve Shortsword 1d6+2 19-20 | +4 Dagger 1d4+3 |

Sorry, I will take second to last. I think we can assume all watch are covered.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

1d4 ⇒ 1 Watch #


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

First watch give me a Perception check and a know nature

Grand Lodge

”Belor” | male N human (Shoanti) skald (belkzen war drummer) 3 | HP 27/27 | AC 17, T 12, FF 15 | CMB +5, CMD 17 | F +5 R +3 W +2(+4 bonus on saving throws against bardic performance, as well as all sonic or language-dependent effects ) | Init +2 | Perc +5 SM +6 | Speed 20ft | raging song 11/11; spells: 1st 4/4 | Active Conditions: None

Perception: 1d20 + 3 ⇒ (16) + 3 = 19

Kn Nature: 1d20 + 4 ⇒ (11) + 4 = 15


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

In the firelight you see the shining of 3 pairs of eyes, as they walk in and out of the radius of the fire you can see that they are wolves.

These wolves look like that have had no food in a week.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

What to do?

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Initiative? Map?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

This encounter doesnt really need a map

Grand Lodge

”Belor” | male N human (Shoanti) skald (belkzen war drummer) 3 | HP 27/27 | AC 17, T 12, FF 15 | CMB +5, CMD 17 | F +5 R +3 W +2(+4 bonus on saving throws against bardic performance, as well as all sonic or language-dependent effects ) | Init +2 | Perc +5 SM +6 | Speed 20ft | raging song 11/11; spells: 1st 4/4 | Active Conditions: None

Sorry, I read this in bed and forgot to take action when I woke up.

Belor will beat his drum to wake the party.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

Alessio hops out of bed and rushes over to Belor.

Grand Lodge

Status: -2 STR | Wand CLW: 43/50 | 1/1 Bears Endurance | 1/1 CLW Fighter (melee) 2 | 01/20 HP | AC 22 | T 13 | F 19 | Init +4 | Per +0 | Fort +5 | Ref +2 | Will +0 | +6 Cold Iron Longsword 1d8+3 | +5 Silve Shortsword 1d6+2 19-20 | +4 Dagger 1d4+3 |

A bit of a sound sleeper Barred takes a moment to figure out where he is and grab a shield and sword.

AC: 16

Sovereign Court

F Picture of Geirahöð Human
Stats:
hp 30/30 AC 21|T 11 |FF 20, F +4|R +3|W +3, Init +1, Per +8
Urban Ranger 3

The ulfen woman quickly wakes up and grabs her weapon.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Percpetion rolls to wake up
DC 15

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

perc: 1d20 + 4 ⇒ (8) + 4 = 12

Alessio turns and snorts in his bedroll. Dreaming of a delicious turkey leg.

Sovereign Court

F Picture of Geirahöð Human
Stats:
hp 30/30 AC 21|T 11 |FF 20, F +4|R +3|W +3, Init +1, Per +8
Urban Ranger 3

perc: 1d20 + 6 ⇒ (4) + 6 = 10

Grand Lodge

Status: -2 STR | Wand CLW: 43/50 | 1/1 Bears Endurance | 1/1 CLW Fighter (melee) 2 | 01/20 HP | AC 22 | T 13 | F 19 | Init +4 | Per +0 | Fort +5 | Ref +2 | Will +0 | +6 Cold Iron Longsword 1d8+3 | +5 Silve Shortsword 1d6+2 19-20 | +4 Dagger 1d4+3 |

Could have streamlined this a bit either roll for us or tell us at the start.

Perception: 1d20 ⇒ 18

Barred does exactly what he posted yesterday.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I was not sure what action the person who was on guard duty was going to do. There may have been no need for it.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The wolves are still keeping their distance from the group.

Grand Lodge

”Belor” | male N human (Shoanti) skald (belkzen war drummer) 3 | HP 27/27 | AC 17, T 12, FF 15 | CMB +5, CMD 17 | F +5 R +3 W +2(+4 bonus on saving throws against bardic performance, as well as all sonic or language-dependent effects ) | Init +2 | Perc +5 SM +6 | Speed 20ft | raging song 11/11; spells: 1st 4/4 | Active Conditions: None

Belor will continue to drum.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Barred: 1d20 + 4 ⇒ (4) + 4 = 8
Belor: 1d20 + 2 ⇒ (8) + 2 = 10

[ooc] These are the only 2 how have their info on the slides

1d20 + 2 ⇒ (9) + 2 = 11
1d20 + 2 ⇒ (19) + 2 = 21
1d20 + 2 ⇒ (18) + 2 = 20


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The wolves, starving and smelling meat attack

Wolf 2 attacks Belor
1d20 + 2 ⇒ (15) + 2 = 17

Wolf 1 attacks Barred
1d20 + 2 ⇒ (14) + 2 = 16

and wolf 3 attacks
1d2 ⇒ 2 Barred Odd, Belor Even

Belor
1d20 + 2 ⇒ (2) + 2 = 4

Belor gets bitten for
1d6 + 1 ⇒ (3) + 1 = 4

Barred and Belor are up.

Grand Lodge

Male Human Alchemist (chirurgeon, wasteland blightbreaker) 5 | HP 38/38 | AC 21/14/17 | F+7 R+9 W+2 | Init +6 | Perc +7 | Bombs: 10/10 | Active Conditions: None

slide updated for Alessio

Grand Lodge

”Belor” | male N human (Shoanti) skald (belkzen war drummer) 3 | HP 27/27 | AC 17, T 12, FF 15 | CMB +5, CMD 17 | F +5 R +3 W +2(+4 bonus on saving throws against bardic performance, as well as all sonic or language-dependent effects ) | Init +2 | Perc +5 SM +6 | Speed 20ft | raging song 11/11; spells: 1st 4/4 | Active Conditions: None

Belor swings his club at the first wolf.

Greatclub: 1d20 + 3 ⇒ (17) + 3 = 20 Damage: 1d10 + 4 ⇒ (7) + 4 = 11


"Doom Girl" // ♫ // ◇ ◈ ↺ // PbP Events // // PbP GM Kit // Silver Bark Golden Blades Map // ★ Shipyard Sabotage

Hey Gang, this is Hmm.

This seems to be an illegal combat, so I am going to call for a time out here. I would rather pause us for a moment then have the VO team have to come in and undo everything retroactively.

Can everyone please hang in here and be patient while we try to get this sorted out?

Thank you.

Hmm
Venture Captain of Play-by-Post

Liberty's Edge

Male CG Human Brawler 3.2| AC 17 (T 12/FF 15) | CMB +6 CMD 18 (FF 16) *Grapple CMB +9 CMD 21 | HP 35/37 | Init +3 | Fort +7 Ref +5 Will +2 | Perception +6 | Speed 30' | Martial Flexibility (Move Action | 4/4) - Blind-Fight,

Jerrid is an average size human but with well-defined biceps. He has dirty blond hair and hazel eyes. He also has a short-haired shaggy beard. He is wearing a reinforced leather armor and has a sickle and sling hanging from his belt.

Glad to join you all.


PFS Tracker Have Feedback? GM Ietsuna's Gm Feedback Form

Wall of text incoming. Sorry all. It is just a mission briefing I found online for this mission to help bring the new players up to speed. My next post will be us starting up again.

The basement of the Grand Lodge is completely silent, other than the echoing footsteps of a few over-eager scholars. The note was simple, Meet me in storage room 34c at dawn. Bring coffee. At the end of a long hallway, a door stands ajar and the smell of sulfur, saltpeter, and other chemicals wafts from it. Venture Captain Michael Schwartz peers out from behind a maddeningly intricate series of glass tubes and beakers, and wipes a bit of soot off his face.

Ah, good, good, glad you all managed to find my ‘office’. Sorry for the mess, I’m in the middle of prepping extracts. His gravelly voice echoes down the empty hallway. He motions for you to approach before continuing. Tell me, how many of you have heard of a town called Kassen? Without waiting for an answer, he emerges from behind the alchemy lab, holding a stack of parchment. Apparently it’s a minor village in northern Nirmathas, purely agrarian, mostly isolated, and completely uninteresting. He grins. Except, of course, for the one thing that’s interesting about it.

The town is less than two days travel from the resting place of the hero Kassen, a crypt that no one outside the village has set foot in since its creation. The locals call it the Crypt of the Everflame, named for a unique magical flame that was lit to honor the fallen hero. During the harvest they often send their best and brightest, in this case you, to retrieve the flame as a sort of coming of age ceremony. He shrugs and cracks a smile. Maybe they think it makes the crops grow bigger, I don’t know, and the Society doesn’t particularly care.

The flame is ultimately irrelevant, it just provides us with an in. Three months ago, one of our contacts reported seeing a small band of heavily armed individuals passing through the town, heading in the direction of the crypt. They’re what the Society cares about.

Your mission is to go to Kassen, participate in their ceremony, and enter the crypt. Once there, make note of anything historically significant, discover what the grave robbers were after, and retrieve the flame. It should go without saying, but avoid damaging the crypt or offending the locals, we’re guests in Kassen, and would like to be invited back in the future. Remember, the most important thing is to watch each others’ backs, and get out alive. The boat leaves in six hours.

Your party is venturing through the Fangwood. It is your first night under the stars.


PFS Tracker Have Feedback? GM Ietsuna's Gm Feedback Form

After a day of walking through the woods you find a clearing and settle for the night. Camp is established fairly quickly and there is plenty of wood around to start a fire. You may either choose to feed yourself from your packs, share your rations or try to hunt and gather a little food I’ll leave that up to you . Sitting around the fire you hear the sounds of the forest around you. There are rustles in the undergrowth and the shadows cast by the campfire makes it appear that larger things are moving about in the forest, but you cannot be sure.

Perception:

Alessio: 1d20 + 4 ⇒ (10) + 4 = 14
Geirahöð: 1d20 + 6 ⇒ (11) + 6 = 17
Barred: 1d20 + 0 ⇒ (18) + 0 = 18
Jerrid: 1d20 + 4 ⇒ (14) + 4 = 18
Alarien: 1d20 + 4 ⇒ (3) + 4 = 7

All of you hear a howling off in the distance. Is that a wolf? It seems to be getting closer, and fast.

GM Rolls:

Stealth: 1d20 + 6 ⇒ (10) + 6 = 16
Alessio: 1d20 + 4 ⇒ (7) + 4 = 11
Geirahöð: 1d20 + 6 ⇒ (5) + 6 = 11
Barred: 1d20 + 0 ⇒ (5) + 0 = 5
Jerrid: 1d20 + 4 ⇒ (9) + 4 = 13
Alarien: 1d20 + 4 ⇒ (9) + 4 = 13

You think you see something moving just outside the clearing, but your mind must be playing tricks of you. You cannot make out anything in the shifting firelight and this wood must be getting to you.

About 30 minutes later three wolves advance into the clearing. They are skinny and clearly very hungry. The have not been eating well and the smell of your camp food must have attracted them.

Initiative:

Alessio: 1d20 + 4 ⇒ (17) + 4 = 21
Geirahöð: 1d20 + 1 ⇒ (6) + 1 = 7
Barred: 1d20 + 4 ⇒ (6) + 4 = 10
Jerrid: 1d20 + 3 ⇒ (2) + 3 = 5
Alarien: 1d20 + 5 ⇒ (10) + 5 = 15
Wolf 1: 1d20 + 2 ⇒ (10) + 2 = 12
Wolf 2: 1d20 + 2 ⇒ (1) + 2 = 3
Wolf 3: 1d20 + 2 ⇒ (20) + 2 = 22

One of the wolves advances into the camp. It bares its teeth and looks to be preparing to attack.

Round 1 - Bold may Act

Wolf 3
Alessio
Alarien
Wolf 1
Barred
Geirahöð
Jerrid
Wolf 2

There is not map for this encounter so imagine it in your minds eye. Ok, over to you guys

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