The Devil We Know Series (Part IV: The Rules of the Swift) (Inactive)

Game Master Baerlie

Map

Parchments

City of Cassomir


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Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The druid is down, the rat is still up

The Exchange

HP 44/44

Borrobol brings his hammer down on the last rat.
Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 5 ⇒ (1) + 5 = 6

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Iso takes down the last druid but the rat keeps biting around. It can't flee. Celentrai throws a ray of frost at the animal and the fur starts to freeze. Borrobol tries to hit the rat with his hammer, but clangs the floor tiles again.

Round 3
Rat red -3HP
Druid blue defeated
Borrobol
Celentrai
Iso
Tippy

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tippy stabs twice at the remaining rat, but the small animal is too fast and dodges both attacks.
Dagger 1: 1d20 + 7 ⇒ (4) + 7 = 11
Dagger 2: 1d20 + 7 ⇒ (4) + 7 = 11

The rat bites around 1d2 ⇒ 1 and bites Borrobol but the rat's teeth do not get througth Borrobol's leather boots.
Bite: 1d20 + 2 ⇒ (5) + 2 = 7

Round 4
Rat red -3HP
Borrobol
Celentrai
Iso
Tippy

The Exchange

HP 44/44

Hoping to end things, Borrobol takes another swing with his hammer.
Attack: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Just not going to happen is it?

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

"Why would anyone want a nasty RAT as a pet! Yuck!"
Celentrai exclaims as she fires at the rat once more.

Ray of Frost: 1d20 + 3 ⇒ (20) + 3 = 23 At least I am attacking flat footed foes so I have a chance to hit!

Damage: 1d3 ⇒ 2

Crit: 1d20 + 3 ⇒ (15) + 3 = 18
Crit Damage: 1d3 ⇒ 3 Of course crits are helpful too

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso stalks over to the rat, should it still be standing, and swipes at it with his axe.

attack: 1d20 + 11 ⇒ (9) + 11 = 20 <- includes flanking
damage: 1d12 + 7 ⇒ (7) + 7 = 14

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Celentrai and Iso finally kill the remaining rat.

combat over

Perception DC20:
The double door to the south is trapped with a wall scythe trap, but it can be disabled with a switch under the nearest straw pallet.

There is a chest under the table, it is unlocked and contains 6,000 gp in Cassomir trade bars.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso stomps around the room, looking at dead druids and such - kicking rats into the corner.

perception: 1d20 + 7 ⇒ (10) + 7 = 17

If we all fail our perception checks, Iso will head towards the door, but I'll give the others a chance to roll their checks!

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The druids are poorly equipped, but 'rich'. They carry leather armor, a heavy wooden shield, a club and possess 150gp each.

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Perception: 1d20 + 4 ⇒ (6) + 4 = 10

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Perception: 1d20 + 8 ⇒ (3) + 8 = 11

The Exchange

HP 44/44

Perception: 1d20 + 2 ⇒ (14) + 2 = 16
And I don't see this as a situation where we could pause to Take 20...

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

After kicking the dead rats into the corner, Iso heads through the door to the south.

And Iso doesn't even have trap sense!

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

With help from Celentrai and Tippy Borrobol finds a trap attached to the door and a switch to disable it.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso nods to the perceptive bunch and heads through the door.

"Nasty blade that. Could have taken Iso's head off! "

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai looks the blade over and shutters.
"I am glad your safe! what a horrible place this is!" Celntrai moves as far away from the blade as possible as she passes through the door after Iso.

The Exchange

HP 44/44

"It might have bounced right off you, but best to play it safe."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The double doors open onto a long, steep staircase leading down. The stairs end in front of another double door. The stairs are steep and moving faster than normal requires some acrobatics skills. DC10 Acrobatic

The Exchange

HP 44/44

"Nasty stairs. I see no rush to get to our quarry." Borrobol takes his time descending and helps to check both the stairs and doors for traps.
Acrobatics in case we need it anyway: 1d20 - 3 ⇒ (16) - 3 = 13
Perception (steps): 1d20 + 2 ⇒ (4) + 2 = 6
Perception (doors): 1d20 + 2 ⇒ (1) + 2 = 3

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso looks at the stairs and with a disgusting amount of ease heads down them at a good clip.

Shows off, taking ten for 17 on his acrobatics

perception: 1d20 + 7 ⇒ (6) + 7 = 13

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

"They never think of the little people when they build these," Tippy says as he descends.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

There are no traps or other threats on the door or the stairs.

I assume somebody opens the door sooner or later, if you want to do something before opening it, just post it and it's ok.

After opening the door you step into a big room. Tall vaulted ceilings disappear into darkness high above as candles and torches barely illuminate the lower reaches of this room. Along the west wall are three cell doors, thick wooden affairs bracketed by solid steel bracings with small, six-inchsquare windows set high in them. Enormous crates, barrels, and sacks of goods are stacked neatly in the southeast corner of the room. The floor is clean granite, etched with a wavyline pattern that permeates throughout the entire room; the design even climbs the walls and disappears into the vaults above. A rat-shaped chalk drawing dominates the floor in the center of the room, clearly depecting a dire rat leaning forward as if to pounce.

The room is occupied by a man and two obviously undead creatures. "Who dares to enter!" the man shouts.

Kn. religion DC12:
The undead creatures are Huecuvas.

GM:

Initiative Iso: 1d20 + 2 ⇒ (7) + 2 = 9
Initiative Tippy: 1d20 + 4 ⇒ (5) + 4 = 9
Initiative Celentrai: 1d20 + 4 ⇒ (18) + 4 = 22
Initiative Borrobol: 1d20 + 1 ⇒ (4) + 1 = 5

Initiative Teppish: 1d20 - 1 ⇒ (17) - 1 = 16
Initiative Huecuva blue: 1d20 + 6 ⇒ (13) + 6 = 19
Initiative Huecuva red: 1d20 + 6 ⇒ (10) + 6 = 16

Round 1
Celentrai
Huecuva blue
Huecuva red
Teppish
Tippy
Iso
Borrobol

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

The man and the two undead wait until somebody enters the room.

Round 1
Celentrai
Tippy
Iso
Borrobol

Huecuva blue
Huecuva red
Teppish

The Exchange

HP 44/44

Is the positioning for Iso and I correct? We would have to be one square further to have opened the doors, correct? If so, can I charge from there since we'd be on the bottom step of the steps?

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Yes, you can charge. And you can also move the tokens yourself if I forget.

The Exchange

HP 44/44

No problem. This was a situation I figured I should make sure.
Borrobol launches himself off the last step and rolls like a boulder toward one of the huecuvas.
Overrun: 1d20 + 12 + 2 ⇒ (5) + 12 + 2 = 19
Armor Spikes if Overrun Successful: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14
Damage: 1d6 + 3 ⇒ (4) + 3 = 7
I've moved him to the far side of the huecuva assuming the overrun is successful. If it fails, he'll stop on the near side.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso also heads into the room. Fear at the sight of the undead quickly turns to a burning rage within him. He directs the rage at the closest of the undead things, determined to return it to the grave before it drags him there with it.

I'm attacking Blue, but if he is taken out by Borrobol first, then move me to red and subtract to from the attack
attack: 1d20 + 13 ⇒ (1) + 13 = 14 +4 if it is prone from the overrun.
damage: 1d12 + 10 ⇒ (1) + 10 = 11

"Ahh, Tippp - you must kick me again, the curse is not yet broken fully."

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Borrobol charges the undead closest to the door and trips him. The spikes injure the undead, but they do not harm the creature as much as they should. Iso swings his greatsword at the same undead, but he misses and almost hits Borrobol behind the undead. DR5/magic or silver

Round 1
Celentrai
Tippy

Iso
Borrobol
Huecuva blue -2HP prone
Huecuva red
Teppish

The Exchange

HP 44/44

My spikes are magic...got those upgraded after Segang. It is the armor itself that I will enchant after this scenario.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Aha! Thanks for the reminder :)

Round 1
Celentrai
Tippy

Iso
Borrobol
Huecuva blue -7HP prone
Huecuva red
Teppish

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentria moves into the room and attacks the one live target.
toppleing: 1d20 + 5 ⇒ (11) + 5 = 16
Damge: 1d4 + 1 ⇒ (1) + 1 = 2

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy moves into the room, keeping wide, and ending up in the square SW of red guy.

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Celentrai attacks the living target and knocks the cleric prone. Tippy moves behind one of the Huecuva.

The Huecuva between Iso and Borrobol tries to get up and in case he survives both Aoos hit 1d2 ⇒ 1 Iso.
Claw Blue vs. Iso: 1d20 + 4 ⇒ (12) + 4 = 16 Damage: 1d6 + 1 ⇒ (6) + 1 = 7 + disease fort DC12

The Huecuva next to Tippy tries to hit Tippy with his claws.
Claw left: 1d20 + 4 ⇒ (12) + 4 = 16
Claw right: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d6 + 1 ⇒ (4) + 1 = 5 + disease fort DC12

The cleric tries to touch Borrobol while on the ground.
Melee touch: 1d20 + 2 - 4 ⇒ (16) + 2 - 4 = 14 Touch of Chaos

Round 2
Celentrai
Tippy
Iso
Borrobol

Huecuva blue -7HP prone
Huecuva red
Teppish -2HP prone

The Exchange

HP 44/44

Borrobol jumps at the rising huecuva, bringing his hammer down in an attempt to beat it back into the ground.
AoO: 1d20 + 6 + 2 ⇒ (12) + 6 + 2 = 20 Does not include -4 to AC that the huecuva takes for rising from prone.
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

Unfortunately, the attack leaves him vulnerable to the cleric's touch right behind him and he feels the cold touch cause something to come unloose in him mind.
Normally that would incur an AoO since it is a spell-like ability and they provoke, but Borrobol only gets one AoO per round.

Figuring Iso will take care of the undead monster, Borrobol whirls to attack the cleric before he can do more harm.
Attack: 1d20 + 6 ⇒ (7) + 6 = 13
Attack (reroll due to touch of chaos): 1d20 + 6 ⇒ (3) + 6 = 9 Well, with the cleric's -4 to AC, there is a slim chance that hits, but probably not.
Damage: 1d8 + 3 ⇒ (6) + 3 = 9

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso strikes at the undead as it tries to claw him.

AOO: 1d20 + 15 ⇒ (7) + 15 = 22 - includes +4 from prone.
damage: 1d12 + 10 ⇒ (6) + 10 = 16

Between that an Borrobol I hope it is down!

He then rushes forward to position himself in a target rich environment between the other undead and the cleric.

Seeing Tippy sorely pressed he strikes the undead first.

attack: 1d20 + 13 ⇒ (1) + 13 = 14 - includes +2 from flanking and gives Tippy flanking for sneak attack goodness
damage: 1d12 + 10 ⇒ (2) + 10 = 12

"Arrghh, Tippy must kick friend Iso! Quickly now."

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Realizing she can be of more help attacking the undead Celentrai send ice at the remaining undead creature.
Ray of Frost: 1d20 + 3 ⇒ (2) + 3 = 5
Damage: 1d3 ⇒ 2

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Borrobol and Iso take their chance to defeat the undead between them. While Borrobol swings at the cleric Iso attacks the remaining undead. Borrobol's attack missed the cleric on the floor, also Iso is not able to hit. It seems that Iso's curse starts to spread, also Celentrai misses with her icicle attack.

Round 2
Celentrai
Tippy
Iso
Borrobol
Huecuva blue -18HP defeated
Huecuva red
Teppish -2HP prone

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy double slices into the flanked undead.

Dagger: 1d20 + 7 + 2 - 2 ⇒ (18) + 7 + 2 - 2 = 25
Damage: 1d3 + 2 + 1d8 ⇒ (2) + 2 + (6) = 10

Dagger: 1d20 + 7 + 2 - 2 ⇒ (6) + 7 + 2 - 2 = 13

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Tippy stabs the undead in front of him with his daggers, only one dagger gets through the skin. The dagger does not harm the undead as it should have, the wound is smaller.

The undead returns the favor and tries to hit Tippy with it's claws.
Claw left: 1d20 + 4 ⇒ (14) + 4 = 18 Damage: 1d6 + 1 ⇒ (4) + 1 = 5 Fort DC12 vs. disease
Claw right: 1d20 + 4 ⇒ (17) + 4 = 21 Damage: 1d6 + 1 ⇒ (2) + 1 = 3 Fort DC12 vs. disease

The cleric channels negative energy to hurt all living creatures around him.
Damage: 1d6 ⇒ 4 DC14 Will for half
+ Aoo for Iso and Borrobol

Round 3
Celentrai
Tippy
Iso
Borrobol

Huecuva red -5HP
Teppish -2HP prone

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Channeling doesn't normally attract an AOO...but just in case there was something else that triggered in..
AOO: 1d20 + 11 ⇒ (9) + 11 = 20
damage: 1d12 + 10 ⇒ (12) + 10 = 22
will: 1d20 + 10 ⇒ (10) + 10 = 20 I kid you not. +1 base, +1 cloak, +1 wis, +2 iron will, +2 raging, +3 superstition. Iso has been hit by spells while raging before and has taken some care to be resistant to them

He continues to ignore the priest, concentrating on the horrible undead and worrying far too much about his curse.

Attack on undead: 1d20 + 13 ⇒ (7) + 13 = 20
damage: 1d12 + 10 ⇒ (7) + 10 = 17

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

will: 1d20 + 4 ⇒ (19) + 4 = 23
"Well that is so rude!"
Celentrai takes careful aim at the channeler and fires another ray of frost.

Ray of Frost: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d3 ⇒ 2

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Fort Save: 1d20 + 3 ⇒ (6) + 3 = 9
Fort Save: 1d20 + 3 ⇒ (18) + 3 = 21

Will save: 1d20 + 2 ⇒ (2) + 2 = 4

"Aargh!" Tippy cries out as claws and energy rip his body apart. Bloody and crazed, he continues to swing at the undead, both daggers ripping into the creature.

Dagger: 1d20 + 7 + 2 - 2 ⇒ (18) + 7 + 2 - 2 = 25
Damage: 1d3 + 2 + 1d8 ⇒ (3) + 2 + (8) = 13

Dagger: 1d20 + 7 + 2 - 2 ⇒ (15) + 7 + 2 - 2 = 22
Damage: 1d3 + 2 + 1d8 ⇒ (3) + 2 + (1) = 6

The Exchange

HP 44/44

As the priest tries to pull something, Borrobol beats on him with his hammer. Then, withstanding most of the negative energy, the angry dwarf steps partway around the priest and swings his hammer again.
AoO (if applicable): 1d20 + 6 ⇒ (19) + 6 = 25
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
Will save: 1d20 + 1 ⇒ (20) + 1 = 21
Attack: 1d20 + 6 ⇒ (16) + 6 = 22
Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Borrobol's attacks do not take the cleric's penalty to AC into account, but with the hot dice roller it doesn't look like it will matter!

Grand Lodge

Actions: ◇ ◆ ◆◆ ◆◆◆ ↺

Iso dispatches the undead with a mighty swing. Celentrai hurls another ray of frost at the cleric. Seeing the undead to his feet he moves up to Teppish and pushes both daggers into the man. Borrobol finally knocks the cleric out.

combat over

Half of the crates in this room are marked with gigantic red X’s, painted on with a wide brush. The supplies include flour, grains, sugar, coffee, tea, dried goods, and so on — everything the cult needs to supply its operations.

To the west are three cell doors.

The Exchange

HP 42+12/84; Rage available 14/21; Reroll at +4 0/1; Infernal healing 49/50 Barbarian-6; DR 3/-;AC 17; Fort +10(+12); Ref+5; Will +6; Perc +9; Init +2; resist cold/1

Iso sits down on the nearest crate.

"Iso is unsure friend Tippy about your cure. It seems to not always be working."

He looks around for some water and tips it over his head.

"That is better. Iso felt yucky around bad man." here our lovable hunk gestures at the remains of the cleric.

Tapping the crate he asks "Why big red mark on some crates?"

Scarab Sages

Female Asimar Sorcerer/4
stats:
HP 18/18, NG, AC=12, T=12 , FF=10 | CMD=13, CMB=1 | F=1 , R=3 , W=5 | Init +4 | Perc= +4 | (Dagger+2/1d4/19-20/X2 , Ray +4/20/X2 Speed 30

Celentrai looks at her friends and says "This is not much but it is all I have to offer."
She then points at Iso and a glowing ray springs out of her hand.
Heavenly Fire (heal): 1d4 + 2 ⇒ (2) + 2 = 4

"I can only do this once per day for you, but it should help a little."
She then points at Tippy and once again a ray of light springs from her fingers.
Heavenly Fire (heal): 1d4 + 2 ⇒ (3) + 2 = 5
She quickly heals herself as well
Heavenly Fire (heal): 1d4 + 2 ⇒ (2) + 2 = 4

Borrobol I dont see where your hit points are listed but if you are hurt:
Finally she points to Borrobol and a ray of light hits him with her healing power.
Heavenly Fire (heal): 1d4 + 2 ⇒ (4) + 2 = 6

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy laughs, trying not to let his insides fall out.

"You have a far worse curse, friend Iso. Nobody can remove it, as you've cast it on yourself. Pride will make you stumble far worse than any hex. You're a good fighter, Iso, no doubt about that, but you aren't the God of the Axe, and you can't expect every swing to cleave flesh. Sometimes, they're going to get themselves out of the way."

Grand Lodge

Max HP: 24; Current HP: 21; AC: 17 (touch 15, FF 13); CMD: 16; F/R/W: +4/+8/+3 (+4 vs fear); Initiative: +4; Perception: +9

Tippy coughs roughly, sounding like he's getting rid of a hairball. "Now I sound like a priest!" he grumbles to nobody in particular.

The Exchange

HP 44/44

"Ha, you're a lot less wordy than most priests I've met Tippy. Good advice. That's why I knock 'em down. Makes them easier to hit." Borrobol has a closer look at the crates to see if he can figure out what the red "X"s represent. We'll also check for anyone in the cells.

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