The Halffinder Society (Inactive)

Game Master Kobash

==COMBAT MAP==


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Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

After cleaning himself and Midnight Lord off sufficiently, Thomas sees Cade up and about. "Thought you had died..."

He moves through the room to the door, turning to his wolf. "Ready for the next room?" Midnight Lord growls and raises his hackles expectantly.

Will open once I have a second vote to move on.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Sure, as long as we're all healed up. Culsar again offers the use of his wand. If you need healing just roll, I'll deduct charges.

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3

Cure Light Wounds (wand): 1d8 + 1 ⇒ (5) + 1 = 6

"Here, Cade, this should help a little more."

Kryspi says, "Could I walk a little closer to the front from now on?"

Can we change marching order a little?

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4
Quote:
Can we change marching order a little?

I think the main problem is the narrow passages. I foresaw that in the last fight and rushed in while they were flat-footed hoping people would move in as well instead of getting bottle necked like we did.

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

"Err... brainnn... hurtsss..."

Thanks for the extra heals...

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3

Cure Light Wounds (wand): 1d8 + 1 ⇒ (4) + 1 = 5

Cade, that should top you off.

4 uses of the wand left. I burned a bunch of abilities after the trap. I could use a nap.

The Exchange

Thug 1

Pickle is uninjured, but failed the Fort save. What is the disease effect?


No immediate effect from the disease.

A shallow reflecting pool divides the next long chamber, running from one end to the other. The water looks cloudy and stagnant. What must have once been marvelous murals covering both walls are now scorched and ruined, the original subject lost in the destruction. The passageway leading out of this chamber to the south is blocked by a heavy iron portcullis.

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

"Hmm... there must be some way to get past this gate." Thomas ponders mostly to himself.

"Fan out and let's see if we can find a winch or some other mechanism to lift the gate." Thomas half-heartedly commands the other halflings.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

Skip defers to Thomas' authority and scampers back to the west to see if he can find anything.


Thomas:
As you enter the room and move to examine the portcullis, you catch a glimpse of yourself in the reflecting pool - there you see a horrid, rotting reflection that slowly turns to murder the others in the room. It is a terrifying vision that threatens to send you running in fear. DC 11 Will save vs fear or Frightened for 1d4 ⇒ 4 rounds.

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Culsar and the eidolon goes with Skip, thinking no one should go it alone.

The Exchange

Thug 1

Pickle waddles over and jabs his new masterwork spear into the joints and corners of the gate, hoping to trigger its release.

DDevice: 1d20 + 5 ⇒ (20) + 5 = 25


Picklebrew:
As you enter the room and move to examine the portcullis, you catch a glimpse of yourself in the reflecting pool - there you see a horrid, rotting reflection that slowly turns to murder the others in the room. It is a terrifying vision that threatens to send you running in fear. DC 11 Will save vs fear or Frightened for 1d4 ⇒ 2 rounds.

The Exchange

Thug 1

Spoiler:
Fearless: 1d20 + 1 + 2 ⇒ (7) + 1 + 2 = 10

"AHRGHHHHHHHH!!!", Pickle suddenly screams and runs out of the room.

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Spoiler:
Will Save: 1d20 + 5 ⇒ (7) + 5 = 12

"Interesting pool..." Thomas quips as he sees Picklebrew look into the water and run away in fear.

He shrugs and continues to look for a way to pass the porticullis.


Thomas, roll vs fear for Midnight Lord as well. It seems animals are not immune.

As Picklebrew runs screaming back through the crypt, Thomas moves to the portcullis and looks through. On the far side of the next chamber he spots a winch, but he doesn't see how he might get to it, unless someone can bend the bars or squeeze through.

DC 24 strength check to bend bars (it also might be possible to break them). DC 25 escape artist for a small creature to squeeze through. Or you can look elsewhere for another winch on this side.

However, before Thomas can decide between the options he hears a screeching from beyond the portcullis that steadily grows louder. Dark shapes begin flapping in through the broken light streaming through the bars. Hundreds of bats are swarming, stirred up by Picklebrew's screams!

I've updated the map. Skip and Culsar hadn't gotten quite as far as the other passage before this happens, so I adjusted their position accordingly.

ROLLS:

INITIATIVE
Skip: 1d20 + 2 ⇒ (19) + 2 = 21
Thomas: 1d20 + 2 ⇒ (16) + 2 = 18
Culsar: 1d20 + 5 ⇒ (12) + 5 = 17
Kryspi: 1d20 + 3 ⇒ (14) + 3 = 17
Picklebrew: 1d20 + 2 ⇒ (16) + 2 = 18
Cade: 1d20 + 3 ⇒ (11) + 3 = 14
Bats: 1d20 + 2 ⇒ (12) + 2 = 14

INITIATIVE
Skip ⇒UP
Thomas ⇒UP
Picklebrew ⇒UP (frightened for 2 rounds)
Culsar ⇒UP
Kryspi ⇒UP
Cade ⇒UP
Bats

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Culsar and the eidolon are helpless against the swarms so they go total defense.

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

Cool swarm icons. Are they Tiny or Diminutive size? Because you can still hurt Tiny-sized swarms with weapons.

Skip moves back into the room, regretting that he is out of scrolls of burning hands.

double move

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Will Save: 1d20 + 1 ⇒ (19) + 1 = 20

Midnight Lord seems unfazed by seeing his reflection in the pool.


@Skip: thanks! Turns out you can use animated gifs in google drawings. Oh, and these swarms are diminutive size.

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1
DM Rah wrote:
Oh, and these swarms are diminutive size.

Poop.

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4
Quote:
@Skip: thanks! Turns out you can use animated gifs in google drawings. Oh, and these swarms are diminutive size.

Was the gif already transparent to allow the background to show through?

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

"Maybe we can try smoking the bats out of the room? We have plenty of wood to burn from that wood statue."


The Swarms are about to move. Any action from Thomas or Kryspi?

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Thomas moves to a corner and uses his buckler to shield himself and Midnight Lord from the bats as best as possible

-Posted with Wayfinder

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3

Kryspi moves forward into the room with with pool.


Kryspi and anyone else entering the pool room:

As you enter the room you catch a glimpse of yourself in the reflecting pool - there you see a horrid, rotting reflection that slowly turns to murder the others in the room. It is a terrifying vision that threatens to send you running in fear. DC 11 Will save vs fear or Frightened for 1d4 ⇒ 2 rounds.

Anything from Cade?

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3

Will + Fearless: 1d20 + 1 + 2 ⇒ (15) + 1 + 2 = 18
Fearless +2 racial bonus vs Fear saves

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

Cade will take out a torch to light up.

"Thomas, Kryspi - move back to the other room and we'll block them off for now. Skip, is there any fuel for a fire around those catacombs?"


The bats swarm out of the far chamber, passing easily through the portcullis. Thomas and Midnight Lord are caught by dozens of gnashing teeth.

Damage on Thomas: 1d6 ⇒ 3 +Distraction and Wounding
Damage on Midnight Lord: 1d6 ⇒ 1 +Distraction and Wounding
Distraction (Ex) Any living creature that takes damage from a bat swarm is nauseated for 1 round; a Fortitude save (DC 11) negates the effect.
Wounding (Ex) Any living creature damaged by a bat swarm continues to bleed, losing 1 hit point per round thereafter.

Knowledge Nature DC 6:
This is a swarm.
Swarm Traits: A swarm has no clear front or back and no discernable anatomy, so it is not subject to critical hits or flanking. A swarm made up of Tiny creatures takes half damage from slashing and piercing weapons. A swarm composed of Fine or Diminutive creatures is immune to all weapon damage. Reducing a swarm to 0 hit points or less causes it to break up, though damage taken until that point does not degrade its ability to attack or resist attack. Swarms are never staggered or reduced to a dying state by damage. Also, they cannot be tripped, grappled, or bull rushed, and they cannot grapple an opponent.

A swarm is immune to any spell or effect that targets a specific number of creatures (including single-target spells such as disintegrate), with the exception of mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms) if the swarm has an Intelligence score and a hive mind. A swarm takes half again as much damage (+50%) from spells or effects that affect an area, such as splash weapons and many evocation spells.

Swarms made up of Diminutive or Fine creatures are susceptible to high winds, such as those created by a gust of wind spell. For purposes of determining the effects of wind on a swarm, treat the swarm as a creature of the same size as its constituent creatures. A swarm rendered unconscious by means of nonlethal damage becomes disorganized and dispersed, and does not reform until its hit points exceed its nonlethal damage.

Swarm Attack: Creatures with the swarm subtype don't make standard melee attacks. Instead, they deal automatic damage to any creature whose space they occupy at the end of their move, with no attack roll needed. Swarm attacks are not subject to a miss chance for concealment or cover. A swarm's statistics block has “swarm” in the Melee entry, with no attack bonus given. The amount of damage a swarm deals is based on its Hit Dice, as shown below.


Party UP!

The Exchange

Thug 1

"AAAARRRGGGHHHHHHHHHHHHHHH"

-Posted with Wayfinder

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

"I don't have anything and I don't see anything!" Skip yells back. "Does anyone have alchemist's fire? I'm all out of firey things!"

Skip runs out of the catacombs.

Run away! I used up all my stuff that could have been helpful here.

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Fort: 1d20 + 5 ⇒ (7) + 5 = 12
Fort: 1d20 + 5 ⇒ (1) + 5 = 6

Thomas is bitten all over by the swarm, as is Midnight Lord. They flee the swarm and dive into the water.

Thomas tries to staunch the bleeding on himself.

Heal: 1d20 + 3 ⇒ (4) + 3 = 7


Skip follows Picklebrew while Thomas dives into the pool and tries to drag his wolf in with him.

@Thomas: give me a handle animal check. I don't think Midnight Lord would normally dive into water without some skilled handling.

Cade, Culsar, and Kryspi?

Liberty's Edge

Eidolon : HP 13/13 | AC 16 (20) T 12 FF 14 (18) | F +4 R +5 W +0 | CMB +4 CMD 16 (FF 14) (can't be tripped) | Init +2 | Perc +5 | Stealth +7 | EA +3 Halfling Summoner [2] | HP 15 | AC 14 (18) T 14 FF 11 (15) | F +3 R +5 W +6 (+2 vs fear) | CMB -1 CMD 12 ( FF 9) | Init +5 | Perc +8 | Spellcraft +5

Culsar decides to go for a swim as well, figuring that's a good idea considering the situation. He'll communicate to the eidolon that reasoning and suggest he follow (if he can).

Silver Crusade

Female Halfling Oracle 2 |HP: 17/17 |AC: 19 |FF: 14 |T: 16 |CMB: +1 |CMD: 14 | F: +3 | R: +4 | W: +2 |Init: +3 |Perc: +1 |Sense Motive: +3

Kryspi moves out of the room at Cade's order.

I've got nothing for swarms.

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

I've got nothing either, but we're kind of stuck since Thomas is in the swarm. My only hope is to use fire/smoke on their animal instinct to scare them off unless anyone else has a better idea?

Cade will grab whatever consumables are in sight - rags from the catacombs, broken wood - anything to make a larger fire and heavy smoke around the torch. He'll then proceed to move in to try to disperse the swarm around Thomas.

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Handle Animal: 1d20 + 8 ⇒ (14) + 8 = 22

If this isn't enough, would Midnight Lord run away since he can't possibly take on a giant swarm of bats?


Thomas manages to coerce his wolf into the water and hold it under. Culsar does the same with his eidolon. The bats swarm around the pool for a few moments, looking for fresh blood. Luckily, the water keeps them from getting any more.

Cade looks for rags in the catacombs, but the only ones he finds hang off the diseased zombie corpses. Do you want to mess with them?

Where exactly is everyone else running to?

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

I'm assuming the rags can't be pulled off with a spear/quarterstaff to not risk exposure?

Cade will take the all of his torches (net of 3) to attempt to make a bigger flame.

"Can someone start hacking up some wood? Or maybe rope to burn? Anything that will smoke, the better."

Once lit, Cade will move slowly towards a swarm to see if they react to the fire.


Cade: everyone else is in the pool or running from the area. You are alone. If you really want to start a fire, you could douse a corpse in oil and light it pretty easily.

Sovereign Court

HP: 12/17 | AC 19 | T 13 | FF 17 | Fort +6 | Ref +3 | Will +6 | CMD 14 | Initiative +4 | Perception +8 | Sense Motive +8 | Knowledge(Religion) +4
Resources:
Spells - 1st: 3/3 | Wand of CLW 50/50 | 1 Cha Drain/ 1 Cha Damage
Midnight Lord:
1 Cha Drain/ 1 Cha Damage Wolf - HP: 19/19 | AC 18 | T 12 | FF 16 | Fort +5 | Ref +5 | Will +1 | CMD 14 | Perception +5

Over the next eighteen seconds, Thomas focuses on patching their wounds while under the water, to avoid bleeding out on their first mission.

Heal: 1d20 + 3 ⇒ (3) + 3 = 6
Heal: 1d20 + 3 ⇒ (15) + 3 = 18 Success for Thomas
Heal: 1d20 + 3 ⇒ (15) + 3 = 18 Success for Midnight Lord

The Exchange

Thug 1

"aaaargggghhhhhh!"

-Posted with Wayfinder

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

The door can still be closed off between the room with the pool and the room with the zombies, right? If yes, then Cade will do that first. If not, then he'll move out with everyone else to the next sealable section.


Cade, if you close that door you will lock the swarms in with Thomas and Kryspi.

Liberty's Edge

Fighter 5 - HP 40/49, AC 21/T: 15/FF: 17 - Perception +8 - F: +7/ R: +6/ W: +5 - CMB: +6 - CMD: 20, Speed: 30, Init. +4

@DM Rah - Isn't Kryspi standing behind me in the zombie room? I've been looking at the map - I'm assuming that the positions are current.

@Party - I'm assuming that Thomas can hold his breath for a few rounds. To prevent the bats from finding new targets (assuming Kryspi is behind me), I plan on closing the door to the room to buy some time to try this fire/smoke plan. Once I get enough fire going, I will then open the door and try it out to give Thomas the chance to flee. Of course, I'm open to other ideas but it seems like are choices are leave Thomas and flee or attempt a fight without good equipment.


Cade: you are right, Kryspi is with you. Culsar ran to jump in the pool with Thomas.


After a little thought, I see where you're going with this. It's creative, and I like to reward that, so here we go.

Forgot to have Culsar roll vs the pool. Will do so for him to keep things moving.
Will vs Fear: 1d20 + 6 ⇒ (17) + 6 = 23
Will vs Fear: 1d20 + 6 ⇒ (20) + 6 = 26

Cade pushes the door closed just as the bats start to swarm towards it. He then runs to a couple of the zombie corpses and sets them on fire, creating smoky BBQ in the catacombs. Skip chases after Picklebrew, both of them ending up in the shrine of resting as the thug Halfling begins to overcome his fear.

Thomas, Culsar, and their pets hide in the pool. Strange images float around them, but their Halfling fearlessness only makes them seem a little silly, like that one time Holgast the Wizard created spooky illusions for a new moon festival.

After a short time Cade opens the door to the catacombs again and the bats fly into the area. Luckily the smoke deters them from hunting more fresh blood and they quickly stream out through the hallways and up the stairs toward the trapped pillar chamber. Soon the sounds of their screeching fades to silence.

Combat Over

Grand Lodge

Male Halfling Scrollmaster 2 | HP 14/14 | AC 15 T 14 FF 12 | CMD 14 | F +2 R +4 W +4 | Init +3 | Perc +2 | SM +0 | Augment: 5/6 | Tireless Logic: 1/1

Nice work Cade! I thought we were hopeless there for a bit!

Skip comes bounding back into the room. "Well! That worked nicely! Good thing you were able to find something flammable! Without that, I was out of ideas. I'll get some more scrolls of burning hands when we get back, that's for sure!"

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