The Half-Dead City and other Twisted Tales (Inactive)

Game Master aptinuviel

The second book of the Mummy's Mask Adventure Path

The Archeological Discoveries, or loot.

Panic Level: 16


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Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

I think we're done resting--from GM L, a week ago:

Game Master Listener wrote:
You make your way back to the temple quickly and the priest welcome you inside, arranging for a place to sleep. They, unfortunately, don't have cots to offer as all those in the temple are being used by the injured or elderly. The rest of the day passes uneventfully and you're able to get as much rest as you need.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Yeah i even remember reading that^^ Read it on mobile though, not that much orientation there.

Leto looks at the priestess and clears his throat.

Of course i wanted to say let´s get moving! Lead the way please Marnarius.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"I'm right behind you. Skyblazer will stay for now as well, and you can send him to retrieve us if there is urgent news while we are out."


Female Dwarven Warpriest/5 | Init +5 | Per +10 | HP 11/48| AC 22, 19flat, 13touch | Fort +8 | Reflex +5 | Will +8 | CMD 19 (+2 Overrun) | CMB +10 (+4 Overrun/+2 Bullrush)

Nuru settles in next to Marnarius as they head out once again.


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Cheating a bit here and checking a more detailed city map than is in the Player's Guide.

The half-elf leads the party west and north from the Grand Mausoleum, past the Golden Lake.

If nothing interferes, we'll go by the Tarworks and skirt the southwest wall of the Necropolis on the way to Bargetown.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Mh think it´s better only to use knowledge everyone in the party shares. I made some really bad experiences with players who had preknowledge and looked up things, making the story "their own" by abusing knowledge of characters, sites and events.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Thea is fine with Marnarius's plan of where to go next.


As you make your way through the city, you find that while most people have kept to their homes, a small few are starting their daily business again. Or, at least, attempting to. You run into a small group of looters near the market and once again convince them to stop and help their neighbors. At one point a cry of warning comes from Skyblazer just as a zombie rounds a corner and almost runs into Nuru, who strikes its head off almost instinctively.

You're currently passing an area you recognize. The Tooth & Hookah should be just around the corner. You can even see the walls of the Necropolis off in the distance to the north. It is now quite dark and the area you've come to is eerily silent.

Rolls:
1d100 ⇒ 25
1d100 ⇒ 85
1d20 + 16 ⇒ (4) + 16 = 20

Perception DC 20:
There is a small cloud of spiders crawling along the corner of a wall near the next alleyway that you're coming up to. As you approach, you notice that not only are there a large amount of small spiders spilling out of the alley, a massive arachnid lies in wait in the darkness. You are not surprised when it pops out to attack!

Roll Initiative!
Initiative: 1d20 + 6 ⇒ (12) + 6 = 18


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Perception: 1d20 + 7 ⇒ (1) + 7 = 8
Initiative: 1d20 ⇒ 18


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Initiative: 1d20 + 8 ⇒ (13) + 8 = 21

Perception: 1d20 + 10 ⇒ (7) + 10 = 17


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Initiative check: 1d20 + 2 ⇒ (5) + 2 = 7
Perception check: 1d20 + 13 ⇒ (13) + 13 = 26

"'Ware spiders!"


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Initiative: 1d20 + 6 ⇒ (13) + 6 = 19

Perception: 1d20 + 12 ⇒ (3) + 12 = 15

Almathea looks around. "Werespiders?


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

"There spiders!"


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

*Mauled by a spider despite one of his highest initiatives yet*


Female Dwarven Warpriest/5 | Init +5 | Per +10 | HP 11/48| AC 22, 19flat, 13touch | Fort +8 | Reflex +5 | Will +8 | CMD 19 (+2 Overrun) | CMB +10 (+4 Overrun/+2 Bullrush)

Initiative: 1d20 + 5 ⇒ (12) + 5 = 17


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Perception: 1d20 + 9 ⇒ (9) + 9 = 18


Marnarius, you can act in the surprise round. Almathea, because of your class ability, you may also act.

Knowledge (religion) rolls would be appropriate.

Rolls:
1d6 ⇒ 4

Surprise Round: Initiative 18

A weird hissing sound comes from the creature as well as the thousands of smaller spiders spilling all over its body. Suddenly a string of web launches out to surround Almathea. Reflex save DC 15. If unsuccessful you may escape in the same manner as escaping from the web spell.

Attack: 1d20 + 9 ⇒ (19) + 9 = 28

Almathea's surprise round action goes before the spider, so feel free to act without a grapple. Marnarius, you're also up. Then people can post their first round actions.


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Surprise round:

Marnarius studies the composite creature and tries to recall any useful information he might have about it.

Move action - studied target, giving bonuses against the big one.

Knowledge (Religion) check: 1d20 + 7 ⇒ (14) + 7 = 21


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Round 1 Initiative 21

Leto cries out in dismay as he sees Almathea being webbed and attacked.

Where did that come from?

He then gets back to his reflexes and tries to skewer the arachnid with some arrows.

Foa: 1d20 + 10 ⇒ (16) + 10 = 261d8 + 10 ⇒ (7) + 10 = 17
Foa: 1d20 + 10 ⇒ (11) + 10 = 211d8 + 10 ⇒ (5) + 10 = 15


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

reflex save: 1d20 + 4 ⇒ (18) + 4 = 22

Surprise Round

Almathea casts Burning Hands at the spider creature and its little spiderlings.

fire damage: 4d4 + 1 ⇒ (1, 1, 2, 1) + 1 = 6
reflex save dc 17 for half damage

Round 1

Thea will cast a glob of acid at the main spider creature.

ranged touch attack: 1d20 + 6 ⇒ (6) + 6 = 12
damage: 1d3 + 1 ⇒ (1) + 1 = 2


Knowledge (religion) DC 16:
A deathweb is the undead exoskeleton of a massive spider animated with the vilest necromancy. The spells that create this monstrosity bind to it thousands of normal spiders, which together form the mind of the undead beast like an arachnid hive. These smaller spiders live in and direct their exoskeleton home, working together to swarm around the deathweb and weave its web sheets. The exoskeleton of a deathweb is cracked and full of holes to allow the resident spiders easy passage into and out of it. Although the exoskeleton can be up to 10 feet long, the largest spiders within are only 6 inches in length. The variety in the sizes of the internal spiders allows them to ably move all parts of the exoskeleton, giving the massive carapace amazing dexterity and swiftness, as well as cleverness, perception, and presence. These capabilities make deathwebs resourceful and frightening opponents, especially when adversaries mistake them for normal monstrous arachnids or mindless undead. Because of their ability to squeeze into tight surroundings, deathwebs may be found lurking in all manner of niches. Deathwebs lair where they can build webs to trap passersby, such as among thick trees or in caves or tunnels. The creatures don’t actively collect valuables, but they kill indiscriminately to feed the multitude of spiders within. Webs in a deathweb’s lair are thus likely to contain valuables despite the creature’s lack of interest in wealth.

Marnarius, you're also aware that the spiders surrounding the creature are often poisonous and standing next to the thing tends to be dangerous.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

kn:religion: 1d20 + 4 ⇒ (15) + 4 = 19

I´ll leave it to Marnarius to share the knowledge^^ Do i get a question though?


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

"It's a deathweb! The smaller spiders are poisonous, so we need to keep our distance. Leto, this one's yours--I'll do what I can, though."


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Small spiders you say, yeah, i´m not sure this one is for me, bt i´ll give my best.

I just hope this doesn´t count as a swarm!

FoA: 1d20 + 10 ⇒ (4) + 10 = 141d8 + 10 ⇒ (8) + 10 = 18
FoA: 1d20 + 10 ⇒ (7) + 10 = 171d8 + 10 ⇒ (3) + 10 = 13
FoA spending 1 ki: 1d20 + 10 ⇒ (14) + 10 = 241d8 + 10 ⇒ (1) + 10 = 11

Edit: Round 2 Initiative 21


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

"Go for the big one!"


Erei's got an action and then I'll do the Spider's first round. That can be Leto's second round action. Make sure to put round and initiative in your action post. If you're just talking, feel free to put in as much as you think you'd be able to in about a round. I generally like to leave that to your judgement and not nitpick. :)


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Round 1 - Initiative 24

Erei will start to sing and draw his spear.

Active Effects: Flagbearer (+1 morale to attack/damage), Inspire Courage (+1)

Round 2 - Initiative 24

Erei will attempt to stay behind the frontliners and stab.

Longspear: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15
Damage: 1d8 + 1 + 1 ⇒ (8) + 1 + 1 = 10


Sorry, missed you asking Leto. What's the question? (If it's whether the thing is a swarm, you know that the creature itself is not.)

Round 1: Initiative 18

Almathea manages to side-step the web as if she knew it was coming and reflexively casts flame at the creature. The swarm of small arachnids subsides for a moment but they quickly gather around the larger creature again. You get the sense that a larger amount of damage might clear theem out for a short amount of time.

Erei inspires those around him.

Leto's first two arrows slam into the thing and it shudders. A sickeningly loud hiss comes from the creature as it lurches forward to strike!

Almathea's glob of acid strikes the creature for minimal damage.

Attack: 1d20 + 15 ⇒ (7) + 15 = 22

It skitters (as much as a creature the size of a small cart can skitter) up next to Marnarius and Nuru, but lashes a large chitinous leg at Nevai. The long appendage slams into the cleric and sends him sprawling ten feet back into the wall of a nearby building. The stone gives a resounding crack that echoes down the empty street. Nevai lands on the ground, crumbling mud-brick wall showering him as he recovers.

Damage: 2d8 + 1d6 + 12 ⇒ (2, 2) + (5) + 12 = 21
Fort Save, DC 17 or take 1 Strength damage.
Strength Damage: 1d4 ⇒ 1

The mass of small chittering spiders around the creature start amassing to swarm over Marnarius and Nuru.

If you remain 5-feet from the creature after your turn take 1 damage and a Fort Save DC 17. Failure indicates you are nauseous for one round.
Damage: 1d6 ⇒ 1


Female Dwarven Warpriest/5 | Init +5 | Per +10 | HP 11/48| AC 22, 19flat, 13touch | Fort +8 | Reflex +5 | Will +8 | CMD 19 (+2 Overrun) | CMB +10 (+4 Overrun/+2 Bullrush)

Round 1 - Initiative 17

Nuru calls down a blessing from Pharasma and attacks the swarm with her khopesh before backing up to get away from the mass of arachnids.

Swift action: Cast Divine Favor on self; Std Action: Attack followed by a 5' step back.

Inspired PwrAtk: 1d20 + 10 ⇒ (3) + 10 = 13 for slashing damage of : 1d6 + 13 ⇒ (1) + 13 = 14


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Round 1: Initiative 7

Marnarius shouts a war cry and cuts twice at the enormous spider-thing, then takes a quick step back out of the cloud of smaller arachnids surrounding it.

PA +1 kukri, incl. studied target, inspire, and flagbearer: 1d20 + 6 + 1 + 1 + 1 ⇒ (11) + 6 + 1 + 1 + 1 = 20
PA mw kukri, incl. studied target, inspire, and flagbearer: 1d20 + 6 + 1 + 1 + 1 ⇒ (18) + 6 + 1 + 1 + 1 = 27
Confirm PA mw kukri, incl. studied target, inspire, and flagbearer: 1d20 + 6 + 1 + 1 + 1 ⇒ (17) + 6 + 1 + 1 + 1 = 26

PA +1 kukri damage, incl. studied target, inspire, and flagbearer: 1d4 + 10 + 1 + 1 + 1 ⇒ (1) + 10 + 1 + 1 + 1 = 14
PA mw kukri damage, incl. studied target, inspire, and flagbearer: 1d4 + 6 + 1 + 1 + 1 ⇒ (3) + 6 + 1 + 1 + 1 = 12
PA mw kukri crit damage, incl. studied target, inspire, and flagbearer: 1d4 + 6 + 1 + 1 + 1 ⇒ (2) + 6 + 1 + 1 + 1 = 11


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Round 1, Init 18

Fort (DC 17): 1d20 + 6 ⇒ (12) + 6 = 18
Kn. Religion: 1d20 + 5 ⇒ (9) + 5 = 14

Nevai staggered to his feet and called out to his god for aid.

Cure Light Wounds: 1d8 + 4 ⇒ (4) + 4 = 8


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2
Leto V. Derexhi wrote:
Small spiders you say, yeah, i´m not sure this one is for me, bt i´ll give my best. I just hope this doesn´t count as a swarm! FoA: 1d20 + 10 ⇒ (4) + 10 = 141d8 + 10 ⇒ (8) + 10 = 18 FoA: 1d20 + 10 ⇒ (7) + 10 = 171d8 + 10 ⇒ (3) + 10 = 13 FoA spending 1 ki: 1d20 + 10 ⇒ (14) + 10 = 241d8 + 10 ⇒ (1) + 10 = 11 Edit: Round 2 Initiative 21

yes wanted to know if it's a swarm. Above my round 2.

-Posted with Wayfinder


The creature quivers and shakes under your combined assault, eventually crashing to the ground. The small spiders flee from the quickly decaying carcass in a wave. They disperse into the surrounding city. A quick search of the area finds the latest victims of the undead spider monstrosity. What appears to be a family of four; an older gentleman and woman, and two young boys. All are now, unfortunately, quite dead and wrapped in the webbing strung up in the alleyway where the creature was making its new home.


Female Dwarven Warpriest/5 | Init +5 | Per +10 | HP 11/48| AC 22, 19flat, 13touch | Fort +8 | Reflex +5 | Will +8 | CMD 19 (+2 Overrun) | CMB +10 (+4 Overrun/+2 Bullrush)

Nuru kneels over the dead bodies of the undead spider's assault, saying a prayer to Pharasma, "May the Lady of Graves usher them down the River of Souls to her Boneyard so that they may find peace."


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

With the immediate danger gone, Nevai drew his wand and tended the cuts and bruises he had received from his tumble. "We should bring the bodies out to the street so they can be collected the next time the Pharasmins bring a cart around."


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Marnarius shakes his head as he cuts the bodies down from the web. "We're close to the Tooth and Hookah, I think? We'll take the bodies there, so they're not laying out for looters or worse."


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

"If the bodies were killed by an undead creature, is there anything special we need to do to them?"


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"There are a few spells that can help stave off the insidious touch of undeath, but I do not have sufficient spells too cover them all. I can attempt a blessing when we've moved them some place secure, and hope that Horus chooses to extend his protections for a while."


You can easily manage to bring the bodies to the Tooth & Hookah. The proprietor, Farhaad, unbars the door and several patrons help you bring the bodies in. They agree to handle the arrangements and contact the church.

Where to now?


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

"We're almost to the Bargetown docks. Let's keep going."

-Posted with Wayfinder


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

"That's as good a destination as any."


As your group heads away from the Tooth & Hookah you hear the sounds of a large crowd to the north and east, the opposite direction from where you are headed. It sounds to be coming from near the necropolis wall, though the echo in the empty streets make it difficult to tell what is going on, or how far away it might be.


Female Dwarven Warpriest/5 | Init +5 | Per +10 | HP 11/48| AC 22, 19flat, 13touch | Fort +8 | Reflex +5 | Will +8 | CMD 19 (+2 Overrun) | CMB +10 (+4 Overrun/+2 Bullrush)

"Not to lead us astray from the task at hand, but any disturbance in the city should be investigated, I would think... and if a crowd has gathered in these dark times, it is likely for a good reason."


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Marnarius nods, heading in the direction of the noise. "Any crowd out on such a night as this is more likely than not a sign of trouble. The sort we're out here to set right."

-Posted with Wayfinder


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

"Agreed," Nevai said and hurried towards the sounds.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Leto just nods, flexes his muscles and points the way with his bow, motioning for everyone to go.


The sounds bring you north and east. Coming out on a main street, you see several city guards in the distance running south, away from the source of the sound. They do not stop even as you call out. Turning north you come upon the gates of the necropolis.

The familiar sturdy doors of iron and bronze stand in the high sandstone wall, barring entry to and egress from the city’s necropolis. Barred windows in the gates offer brief glimpses of what lies beyond. A single acolyte of the church stands before the gate with two town guards beside her. The sounds seem to be emanating from the other side of the wall. From what little you can see there seem to be nearly a hundred undead of various types pounding on the gate.

Knowledge (religion) DC 10:
The undead range from skeletons and zombies to ghouls and wights.

The young acolyte moves to greet you as you approach, Peace be upon you, as much as there is. I am Bal Themm. Have you...have you come with more guards? She looks hopefully behind you, though when no others are revealed her shoulders slump in exhaustion. No, of course not, you are not guards. She puts the edge of her wooden shield on the ground and leans on it. The front is emblazoned with the blue and white spiral of Pharasma. So, what is your purpose here...friends? She says this last with hope, obviously unable to do much if it turns out not to be true.


Half-elf Slayer/5 AC 17 T 12 FF 15|HP: 49/49| F: +7/R: +7/W: +3| Init: +4 Perc: +14/+16 traps SM: +9

Knowledge (Religion) check: 1d20 + 7 ⇒ (4) + 7 = 11

Marnarius shakes his head and displays his spiral. "The High Priestess has sent us to do what we can to keep the peace. That crowd looks beyond our abilities, though we'd put many down before we fell ourselves. They seem to be lesser undead, though. Do you know how they came to rise in such a mass?"


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Take 10 Kn. Religion for 15. They're all pressing up against the gate? Would a channel be able to go through the barred windows? Because a hundred undead squeezed into a small space might be a record for most effective channel ever...

"Well that looks... bad. You've done an excellent job keeping them contained. Have any managed to get through?" Nevai added as he inspected the gate and took a look at the writhing mass of undead creatures.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

That looks like a mass exodus. A little army of the undead. Will the gate hold?

Leto nervously takes a look at his arrows, realizing he doesn´t have enough arrows to shoot them all.

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