The Crucible of Freya (Inactive)

Game Master Grimmy

Ground Floor Donjon

Basement

Undercrypt

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Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Perception: 1d20 + 4 ⇒ (9) + 4 = 13


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

As the hag falls, then transforms Vhillish stands warily, loaded crossbow still drawing a bead on the burning corpse of the fell mage.

"Ware more majicks whot-whot! Could be a trick..."

DC15 Perception Check: 1d20 + 10 ⇒ (2) + 10 = 12 (Balderdash)

The canny veteran continues to target the remains, ready to fire should Vortigern rise anew (Ready Attack);

Readied Ranged: MW Arbalest (+Point Blank Shot): 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24

Damage: Small Heavy Crossbow (+Point Blank Shot+Arcane Strike): 1d8 + 1 + 1 ⇒ (5) + 1 + 1 = 7

"I have him covered! Master Leovan, Mistress Janna do you wish me to scout the corpse?"


Vhillish I'm not sure you have the actions available to ready an action. You've already acted in this round, see here.

Janna as well as the team in the statue room are free to go however. We are still on initiative.


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

Nae bother DMG - was caught up in the moment lol


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lol if only there were more turns in a round


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Round 5

"Great job Jerrid.", a half-dozen Damien's say as the statues return to their posts, "Now how do we get that door open?"

The group of Damien's turn on a heel and advance into the wizard's study cautiously, twelve sharp eyes scanning for danger.

Perception: 1d20 + 10 ⇒ (8) + 10 = 18

I'll hold onto my remaining action till I find out what I see.


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Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

"Thanks Gethrame," sneers the gnome with that nasty twinkle in his eyes. "You are so much better than someone I know called Hammerhead. Ha! Find the mouse."


laugh. out. loud. Jerrid is hillarious

Don't forget you haven't acted yet this round Jerrid.


On Damien's left is an alcove where two more caryatid columns seem to have been under construction. Along with sculptors tools the station has a small stack of scrolls.

About ten feet ahead of him a wide passage veers off to Damien's left. He can not see far down that way from his vantage point.

Directly before him Damien has a better look now at the mummified corpse lying on the dais. On the floor beside it is a broken vessel, once fancy and ornate. A table beside the coffin has more papers, vials, and jars with shriveled ears, lips, eyes and fingers. The staff laid across the corpses chest under it's folded arms has as it's pommel a star. Damien recognizes it as the same symbol that Leoven carries.


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

perception: 1d20 + 1 ⇒ (1) + 1 = 2

With her nemesis down It looks like his burning desire to best me has finally consumed him. she says turning her attention back to the door.

banging on the door, Can Anyone hear me? she yells.


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?Unknown Enemy?

As Janna leaves the plank crossing the pit to return and bang on the door, a voice can be heard whispering in the darkness of the pit below Leoven and Vhillish. It sounds like a spell being cast. The voice is eerie and unearthly, like a chill whisper from the grave.

Spellcraft DC 16:
command

vs Leo or Vhillish?: 1d2 ⇒ 2

The voice gets louder. "You, little one. FALL!!"

Vhillish feels the command echoing inside his mind, compelling him to drop from his precarious perch on the plank down to the pit floor below.

DC 14 Will Save or fall into pit

Vhillish Will: 1d20 + 4 ⇒ (1) + 4 = 5 fail

Fall Damage: 2d6 ⇒ (3, 5) = 8


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current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

spellcraft: 1d20 + 9 ⇒ (8) + 9 = 17

Round 4 part 2?

I think the Gusting Sphere is still active...If so...

Janna, hearing the command, immediately recognizes the spell. She tries to react before her little friend leaps into the pit.

She tries to direct the sphere of wind on Vhillish. hoping to push him away from the pit.

that would be a DC 17 reflex to negate. and bullrush to push him away vs CMD: 1d20 + 6 ⇒ (16) + 6 = 22


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Janna - The Storm Maiden wrote:


Round 4 part 2?

Round 5 but yes, it's still up and you have a move action left to do that.

Vhillish can not fight the voice in his head. He slumps and let's himself fall limply off the edge of the plank, a 20 ft drop to the cold stone and the unknown antagonist awaiting him below. But even as he drops, a gust of wind tosses him head over heals across the pit and down the hall to land in a heap on the ground at Janna's feet. Not a scratch on him.

WOW


DM Grimmy wrote:


The staff laid across the corpses chest under it's folded arms has as it's pommel a cross. Damien recognizes it as the same symbol that Leoven carries.

typo here, the pommel is a cross, not a star. this is what Jerrid saw when he checked the door.


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Round 5

Jerrid pulls out a potion and drinks it down quickly while he looks around for the mouse at ground level.

Perception: 1d20 + 15 ⇒ (7) + 15 = 22

Can Jerrid hear Janna? Drinks potion of thyr's protection


The door is incredibly thick and solid stone. Jerrid's keen senses can just barely tell that she is shouting but he can't make out any words. I think you guys have some kind of message spell up however.

The mouse is nowhere to be seen.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

DO I see this new enemy?


There is dim light in the hall. It is hard to see what is in the bottom of the pit. But you can make out a humanoid form, in a kneeling position, rising to it's feet.

This is where Kevezyat and Damien dumped the body of the cultist who killed himself.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

ah, next time decapitate suspicious bodies


current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

dang, I have darkvision but never thought to look into the pit. probably cause I missed the perception checks until it cast a spell.


Yeah the perception check was to notice a sound when it woke up.


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current battle map | Female Sylph Sorcerer 4 | HP 10 / 18 | Init +2; Senses darkvision 60 ft.; Perception +1 | AC 12, Tch 12, FF10 | Ft +1, R +3, W +4

Janna kneels down checking the old sergeant's condition. You ok? looks like another tale for the ole 33rd, huh? she says with a smile.


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Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Round 5

Kevezyat gives Jerrid a nod to acknowledge his taming of the guardian columns, then walks forward with Damien, noting the half-build columns , the body parts, the papers and ultimately the cross-topped staff held by the corpse.

Her eyes narrow as they scan the body, commenting to Damien "The wards...to hold the incoporeal inside. I doubt that this dessicated corpse will be the final edifice of what was the wizard Eralion, be alert."

Detect Evil on corpse


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

The many Damien's smirk behind them, "We're you paying attention Gethrame? It was Feriblan saving your @ss a minute ago."

He eyes the mummified corpse grimly, "We need a cross to get that door open, yeah?", he sighs at Kev's words, "Aye, maybe. But I wouldn't turn my back on those remains just yet. Watch my back...s", he advances on the dais.

Please move Damien up to the Dais for his remaining move action.


The dais is right in front of the flame where the lightning hit the bookshelf.

Kevezyat does not detect an evil aura from the body on the dais.

As Damien strides across the laboratory to retrieve the staff, he passes the eastern passage where he sees an unsettling sight. At the end of the hall in a chamber hunches a skeletal figure, totally unmoving but with fiery glowing eyes. This is at the very edge of Damien's light spell, but in the gloom it appears that the creature has shreds of leathery flesh still clinging to it's bones, and it's hands are wicked claws with long knife-like fingers.

It makes no move to respond as Damien comes into view.

Knowledge Religion DC 15:
Crypt things are undead creatures found guarding tombs, graves, and crypts. Necromancers and other spellcasters create them to guard such areas, and the crypt things never leave their appointed lairs, even to pursue enemies. Their warded area may be a single room or passage, an entire grave complex, or even a city-sized necropolis. Though naturally solitary, multiple crypt things may guard a common area, often in conjunction with constructs or other undead.

Knowledge Religion DC 20:
A crypt thing only initiates combat if it is attacked or if the object or crypt it is guarding is touched or entered. Until this condition is met, a crypt thing is content to remain motionless—it may even answer questions or otherwise interact with visitors if its master has directed it to do so.

do you proceed past it?


Round 6 GO GO


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Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Round 6

Kevezyat moves with Damien, halting in the middle of the room as he advances to the dais, "I detect no stink of evil from the body, Damien." she offers to the military man.

She comes to the passageway, and sees the figure standing in the shadows. Straightening, she adopts a guard position, and uses Freya's enchanced sight to determine it's allegiance..

Detect Evil


Kevezyat senses the evil in this being.

The evil aura is moderate strength. 3-8 Hit Dice

Some monster ID info spoilered behind knowledge checks above.


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Do note that for some spells requires the cultists to have a line of sight to his target

Round 6

Leoven cast light spell and touch one bolt from his quiver, draw it and drop it on the pit. Then take a look at it. And IF i see an angry spellcaster I also 5 ft back


Yup when you 5' step he will lose LOS. Also, your Round 5 turn was here. We are in Round 6 now.

In the light from the bolt Leoven gets a better look. The dead cultist has undergone a strange transformation. He still wears his robes and chain mail, but the flesh has completely disappeared from his bones. He is staring up at Leo with dull purple light burning in his hollow eye sockets.

The crossbow bolt splashes in shallow water that lines the bottom of the pit.

Knowledge Religion DC 12:
This is a skeletal champion. A skeleton that keeps his mind and all his powers from who he was in life. Bludgeoning defeats his DR.

Knowledge Religion DC 17:
He has channel resistance and Immune to cold.

When you guys dumped his body you probably left his mace upstairs by the door?


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Kn religion: 1d20 + 11 ⇒ (4) + 11 = 15

I take that 5 ft back
We are fighting a skeleton with the powers of a cleric. bolts will not do much harm Villish, but I have some holy water in my backpack


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2

@Janna; That was epic btw... truly. (cough) Perhaps worthy of a Hero Point reward DMG? (cough) whot-whot?

Round 6: Conditions: Prone (presume he's knocked on his backside after Janna's save!)

Vhillish nods in thanks as he rises to his feet (Move Action)

"Indeed quite the tale whot-whot!"

At Leoven's tactical overview of their new foe, the gnome scowls and nods once again;

"Understood sah! I too have a flask of holy water... Time to give the boney blighter a holy blessing whot!"

Vhillish recovers a flask of the holy liquid from his belt (Move Action) and stands readied...


Right. Have a Hero Point Janna. *bing*

Vhillish it's just a bullrush mechanically so maybe you shouldn't have been prone. Sorry I got carried away [sic] in my description.

Have another action this round if you like.


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Round 6

Damien pulls up short as he catches sight of the grisly sentry on his right. His many heads shake as Kev attempts to judge it's nature, "We looking at the same ghoul? Wouldn't wager on that thing's purity were I you. Eerie bloody thing, I'd expected something more refined from Eralion."

The multiplied veteran bellows back down the hall without taking his eyes off the creature, "Sam, Jerrid, down here! Sam, any idea why a ghoul might be frozen?"

It's been a while. I hate to suggest it but should we consider botting Sam? He's our only chance at making a knowledge check on this thing presently.


Sure you bet. Just a moment.


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Sam bot - Rounds 3,4,5,6

Knotty is trembling, traumatized by the furious attacks of the caryatid columns.

Samduc kneels gently before the treeling, speaking in soothing tones, as he mends the broken branches, and sweeps up the pile of leaves. "There, there, Knotty. Those statues are asleep now. It's safe here for now, you wait for me. I have to go make sure Damien doesn't mess everything up."

The halfling follows Kevezyat and Damien into the wizards study, bobbing and weaving on tip toes like a cat-burglar. He stops at the alcove where the last two caryatid columns were never completed, and sorts through the tools and papers, pocketing a couple of scrolls.

Hmm.. scrolls for turning flesh to stone, and ones for turning stone to flesh. And others for turning rock to mud. These seem like they would have been useful against those statues... I'll save them for later, one never knows...

He pokes his head out from behind a pile of books on the floor near Damien and Kevezyat to see what they are peering at. He shows no sign of fear as he evaluates the threat.

"Tssk. You've never seen one of those? I have. In a book. You should read more." he ducks back behind the pile of books as he speaks, idly fanning through the pages of a stray volume lying on the floor. "That's a crypt thing. Necromancers create those to keep intruders out. It won't move unless you go where you're not supposed to. I wonder what it's guarding? You should be fine... as long as you don't move..."

Knowledge Religion: 1d20 + 6 ⇒ (15) + 6 = 21
Stealth: 1d20 + 19 ⇒ (8) + 19 = 27
UMD: 1d20 + 9 ⇒ (17) + 9 = 26
Heal: 1d20 + 1 ⇒ (10) + 1 = 11

As an afterthought, he adds, "You can talk to them by the way. Go ahead Damien. Say hello."

Crypt things are undead creatures found guarding tombs, graves, and crypts. Necromancers and other spellcasters create them to guard such areas, and the crypt things never leave their appointed lairs, even to pursue enemies. Their warded area may be a single room or passage, an entire grave complex, or even a city-sized necropolis. Though naturally solitary, multiple crypt things may guard a common area, often in conjunction with constructs or other undead.

A crypt thing only initiates combat if it is attacked or if the object or crypt it is guarding is touched or entered. Until this condition is met, a crypt thing is content to remain motionless—it may even answer questions or otherwise interact with visitors if its master has directed it to do so.

As always there is still more info available at a higher DC


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Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Round 6 - Cont.

The halfling's superior knowledge produces six identical scowls from the former lieutenant, "I read plenty...", being honest with himself, the occasional bit of smut hardly counted, but Damien felt better defending himself anyway. His experience was earned with blood, sweat and tears, not strained eyes.

Turning his attention back down the hall, he frowns, "This thing talks, huh? Well then...", he raises his voice to carry, "You there, ghoul! What are your orders? Who and where is your master?"

Edit: I should add that Damien readies an attack should the creature charge them. I imagine I've exhausted my talking time for one round with this exchange.

It's something of unique experience playing a bard who doesn't really have much in the way of knowledges :P


Deep Gnome Rog3/Wiz1 | Init +5| Hits 14/26 | AC22, tch18, fft15 | SR 15 | F +4, R +9, W +5 | darkvision 120ft, low-light vision, Perception +15/+16

Round 6

Jerrid moves up nearer to the action and begins to look around the area.

Is the fire still burning? Double move towards that and look down tunnels as he goes. Prot vs evil 9/10

If so, Jerrid will go to put it out by smothering the flames.


Damien "Wet" Winters wrote:
It's something of unique experience playing a bard who doesn't really have much in the way of knowledges :P

I know, just playing sam in character :p

Jerrid wrote:
Is the fire still burning? Double move towards that and look down tunnels as he goes.

Oh yeah, still burning. It's in the eastern alcove, along with the corpse on the dais, 25' east of where I see your token. I don't think you can get there but I forget where you started. Let me know if I made a mistake.

The crypt thing speaks, in a flat tone, devoid of all emotion and human understanding. "Eralion swears fealty to the Prince of Undeath. I guard this crypt at his command. If you count yourself amongst the faithful, speak the name of the 666th son of Orcus and receive my message."


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

The frown on Damien's faces deepens, "Right... Sam, you ever come across Orcus' family tree in one of your books?"


Samduc Knowledge Religion: 1d20 + 6 ⇒ (11) + 6 = 17

The halfling simply rolls his eyes.


Male Gnome Gunslinger (Bolt Ace archetype) 4 | HP 27/39 | Init +3 (+5 w/Grit) | Perc +10 (Low Light Vision) | AC: 19 T: 15 FF:15 | CMD: 16 | Fort +6 Ref +7 Will +3 | Grit: 2/2
DM Grimmy wrote:

Right. Have a Hero Point Janna. *bing*

Vhillish it's just a bullrush mechanically so maybe you shouldn't have been prone. Sorry I got carried away [sic] in my description.

Have another action this round if you like.

I'm just thankful not to be in the pit with Skeletor. Rather than retropost I'll just add an additional action...

Buoyed by Janna's heroic intervention, Vhillish stands ready to throw the flask of holy water at the powerful undead should it appear;

Readied Ranged Touch Attack: Flask of Holy Water (+Point Blank Shot): 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25

Critical Threat? Ranged Touch Attack: Flask of Holy Water (+Point Blank Shot): 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6

Damage: Holy Water vs Undead: 2d4 + 1 ⇒ (2, 2) + 1 = 5


Male Half-Elf Arcane Duelist 4 | HP 8 / 34 | AC 17; T 13; FF 15 | CMD 20 | F +3; R +7; W +6 | Init +2 | Per +8

Damien sighs, tightening his grip on his hammer, "Need that door open. Guess we do it the old fashioned way. Sam, grab that staff off the dais, it should open the door. Kev...get ready."

Is there any way I can still 5ft step this round? I'd really rather Jerrid wasn't in front of me if the Crypt Thing attacks.

Edit: Preparing for the worst, Damien shifts forward to cover Jerrid with his hammer's reach.


Yes you can always use your full compliment of actions no matter if they are distributed in multiple posts.


Skeletal Champion Cultist

scritch. scritch. scritch

The heros in the hall hear the scraping of mail and bone against stone as the undead cultist braces himself against two perpendicular walls of the pit and begins it's ascent.

Climb: 1d20 + 1 ⇒ (20) + 1 = 21 5' progress
Climb: 1d20 + 1 ⇒ (9) + 1 = 10 no progress

Crypt Thing

The crypt thing looks on with an unnerving gaze.

Round 7 Go


Sambot - Round 7

Rankled by Damien's barking orders at him, Sam nonetheless has not forgotten his companions on the far side of the door. He wonders how they have fared with "Barelli". Resolved, the halfling plots a course across the room to the alcove where the staff rests with the dead wizard, licked by the encroaching flames from the burning bookshelf.

Making use of the ample clutter of the room, Sam tries to remain unseen by the crypt thing as he makes his way, stopping to inspect the dais before placing his hands on the staff.

Stealth: 1d20 + 12 ⇒ (1) + 12 = 13
Perception: 1d20 + 19 ⇒ (3) + 19 = 22 notice trap
Disable Device: 1d20 + 12 ⇒ (4) + 12 = 16 failed but not triggered

Sam finds glyphs on the dais, and recognizes them as a magical alarm system. To disable it, he will have to use his set of tools to subtly alter the shape of the inscribed characters. One wrong stroke and the alarm could be triggered, to unknown effect.

Sam studies the glyph, but can not solve it. He wisely stops his effort before making matters worse.


DM Screen:

1d20 + 15 ⇒ (11) + 15 = 26
1d20 + 15 ⇒ (19) + 15 = 34


Male Human Priest 4; AC:14 (or 16 with shield); Hp: 11/22;CMD:12; Fort: +7 Ref :+3 Will: +9; Perc +4;Init +1; Concentration +7; Chanel energy 0/3

Round 7

In comparison with the Vortigren case, Leoven have considerably less doubts about destroying the undead

Holy water: 1d20 + 3 ⇒ (12) + 3 = 15
Holy damage: 2d4 ⇒ (1, 1) = 2 -¬¬

So I guess I have to end my turn at the edge of the pit


Female Drow Elf Paladin (Undead Scourge) 4 | HP 22/ 42 | AC 19; Touch 13; Flat Footed 17 | CMD 15 | Fort +9; Ref +7; Will +8 | Init +2 | Perception +5 Loh: 1/6 AP:1/3 Spell Resistance: 10

Round 7

"I am always ready for such as these, Damien." Kevezyat says softly, her eyes returning the crypt thing's unnerving gaze, "Tell me, undead one, do you possess sentience? a memory of the man you once were? Do you not wish to walk free of this place? " she asks, her curiosity piqued, but her caution ever high.

She steps around...over?...Jerrid, her sword held loose at her side, like a coiled snake, ready to strike.

Readied Action, Full Attack, Smite Undead


Looking into the pit, Leoven sees the skeletal cultist has made five feet of progress up the walls. The thrown flask of holy water bursts, sizzling and burning. The cultist laughs. "Isss that all you've got!?"

In the wizards study, the crypt thing replies to Kevezyat in it's dull monotone voice. "Eralion swears fealty to the Prince of Undeath. I guard this crypt at his command. If you count yourself amongst the faithful, speak the name of the 666th son of Orcus and receive my message."

...but it only repeats the same lines it spoke before.

Kev you can not ready full attacks, but you can ready a standard.

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