Wandering GM's PF Sunless Citadel

Game Master TheWanderer123

A Pathfinder conversion of the Sunless Citadel module originally created for 3E.
Oakhurst Info
Overland Map
Loot Sheet
Citadel Map


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Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

Kessai curses an epithet with venom and, seeing one goblin fall and feeling the tide flow for her allies rides the wave. Blood streaming from her cheek she lashes out again at the goblin that sliced her. Red

Ker!!!: 1d20 + 1 + 1 ⇒ (12) + 1 + 1 = 14
Rrunchtt!!!: 1d4 + 1 ⇒ (4) + 1 = 5


Kessai's swing goes wide. It's clear that while her confinement makes her more than willing to engage in fisticuffs, her training lies elsewhere.

The remaining goblin takes one look over its shoulder...
Morale: 1d6 ⇒ 1
...and begins to turn toward the door...only to see it closed by a small kobold. The goblin drops to its knees and drops its sword.

Goblin:
"No! No! No!"
It then lowers its eyes from Kessai and exposes its neck.

The large vermin lunges again at Mal'kolenth...
Blood Filled Bite: 1d20 + 2 ⇒ (20) + 2 = 22
Confirm: 1d20 + 2 ⇒ (15) + 2 = 17
Big Time Damage: 2d6 + 6 ⇒ (1, 1) + 6 = 8 That could have been much...much worse
DC12 Fort Save: 1d20 + 3 ⇒ (3) + 3 = 6 That's a fail.
As Mal fades to unconsciousness, he begins feeling a crawling itching sensation. Then all is black.

Allergic Reaction (Ex):
A goblin dog's dander is highly irritating to all creatures save those with the goblinoid subtype. A non-goblinoid creature damaged by a goblin dog's bite, who deals damage to a goblin dog with a natural weapon or unarmed attack, or who otherwise comes into contact with a goblin dog (including attempts to grapple or ride the creature) must make a DC 12 Fortitude save or break out in an itching rash. A creature affected by this rash takes a –2 penalty to Dexterity and Charisma for 1 day (multiple allergic reactions do not stack). Remove disease or any magical healing removes the rash instantly. This is a disease effect. The save DC is Constitution-based.

Round 4
Those bolded below may act.

...
Gray Goblin Dead
Red Goblin 5 damage, prone and disarmed
Green Goblin* Quite Dead
Goblin Dog 1 damage
Akula
Julio
Blitz
Mal'Kolenth Now prone and unconscious
Meepo

Round 5
Kessai


Human Male Unchained Rouge [HP 4/14] [AC:15 T:12 FF:13 CMD:13] [Init +2] [Fort +0 Ref +5 Will +1] [Perception +6]

Seeing the dark elf go down Julio run forward to skewer the beast.

"Bad ugly dog! Bad! Leave that Mal'Kolenth alone.

Rapier: 1d20 + 3 ⇒ (5) + 3 = 8

FYI. I am going camping tomorrow and will not be back until Thursday afternoon. I will post then or Friday morning.


Drow Male Magus 2 [HP11/18] [AC:17 T:13 FF:14 CMD:14] [Init +4] [Fort +4 Ref +3 Will +2] [Perception +2]

Mal'kolenth bleeds viciously in the goblin dogs direction.

stabilize: 1d20 + 1 - 4 ⇒ (7) + 1 - 4 = 4


Male Sylph Swashbuckler (Courser) 2 HP 16/22 | AC 16 (T 14[, FF 12) | CMB +3, CMD 17 | F +1, R +6, W -1 | Initiative +3 | Senses: darkvision 60' , Perception +3 Speed 30' (35'), Featherfall[ 1/1, Panache 2/2, Charmed Life 3/3, , Conditions:None

"Bad doggie!! Chew on this!"

Scizore Chew Toy: 1d20 + 4 ⇒ (5) + 4 = 9
dmg: 1d10 + 1 ⇒ (2) + 1 = 3

Doubt it matters...+2 flanking


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

Akula moved to the door and touched his new companion's leg, healing his wounds.

Cure Light Wound on Mal: 1d8 + 2 ⇒ (3) + 2 = 5


Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

Kessai grows a feline head as Mouf emerges on her shoulder. Snarling, the feline fixes the unarmed goblin with a baleful glare. Kessai snarls too, a single word in the Common tongue.

"Stay!"

Standard Action: Intimidate red goblin.

Intimidate: 1d20 + 5 ⇒ (11) + 5 = 16


Julio finally gets into the fray and trips over his feet in his attempt to attack.

Blitz's strike also goes wide although it seems the wild rodent is living on borrowed time...

Akula leans over and grabs Mal'kolenth's ankle. A warm glow emanates from the touch momentarily before subsiding.

Mal'kolenth wakes up to find the fight still raging around him. He sees the mangy beast's leg not one foot from his face and his new companions seem to be surrounding it. He feels like hell...if hell were an extremely itchy place.

Mal:
See my note previously about the Allergic Reaction status effect

The goblin stays on its knees, totally cowed by the witch standing over him...although he is trying to sneak looks back at what is happening.

1d2 ⇒ 2

The rodent of unusual size lashes out at the pretty boy human (Julio)...
Thirst for more blood: 1d20 + 2 ⇒ (18) + 2 = 20
Damage: 1d6 + 3 ⇒ (6) + 3 = 9
DC12 Fort Save: 1d20 ⇒ 16 Pass
...and comes away with a portion of the man's thigh.

Round 5
Those bolded below may act.

...
Red Goblin 5 damage, prone and disarmed
Goblin Dog 1 damage
Akula
Julio
Blitz
Mal'Kolenth prone and barely conscious
Meepo

Round 6
Kessai

You got them on the ropes! Finish that dog


Human Male Unchained Rouge [HP 4/14] [AC:15 T:12 FF:13 CMD:13] [Init +2] [Fort +0 Ref +5 Will +1] [Perception +6]

Julio laments the loss of his best pants.

Stab: 1d20 + 3 ⇒ (11) + 3 = 14
poke: 1d6 ⇒ 4

Still camping so if I missed something please add it in. Thanks.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

Akula stepped up and swung his axe at the giant rat-thing, but it was too quick.

Attack, divine favor: 1d20 + 3 + 2 ⇒ (1) + 3 + 2 = 6
Damage, divine favor: 1d12 + 3 + 2 ⇒ (10) + 3 + 2 = 15


Male Sylph Swashbuckler (Courser) 2 HP 16/22 | AC 16 (T 14[, FF 12) | CMB +3, CMD 17 | F +1, R +6, W -1 | Initiative +3 | Senses: darkvision 60' , Perception +3 Speed 30' (35'), Featherfall[ 1/1, Panache 2/2, Charmed Life 3/3, , Conditions:None

If Julio didn't finish the dog off...

Blitz, hell bent on proving he will be proficient with his chosen weapon, attempt to put the dog to its eternal sleep.

Scizore: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
DMG: 1d10 + 1 ⇒ (7) + 1 = 8


Drow Male Magus 2 [HP11/18] [AC:17 T:13 FF:14 CMD:14] [Init +4] [Fort +4 Ref +3 Will +2] [Perception +2]

DM:
The note says a cure spell will cure the rash. Is your second note in reference to that or the fact that I forgot to lower my AC with my hp on the last round?

Mal'kolenth scoots away from the dog and any potential viscera.
I five foot free away from the goblindog.


Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

Kessai ignores the affray and keeps her guard up, eyeing the goblin intensely. Mouf's tail jitters, and he favours the goblin with a throaty yowl.

Ready Action: Wallop goblin with spiked gauntlet if it moves.


And with one well aimed stab, Blitz jams his blade through the muscle around the "dog's" shoulder and right into the thing's heart. It lets out a wet sigh as it slumps to the ground.

Combat over

Picking through the bodies, you come across a total of 75 gold pieces, mostly held by the goblin you assume to be the leader. In addition the gold chain he is wearing looks like it should be worth between 100 and 200 gold.

None of the weapons wielded by the goblins appear to be worth anything.

Meepo says, "Shhh", and presses his ear to the door leading north.

GM Rolls:

1d20 - 1 ⇒ (4) - 1 = 3

After a moment, he shakes his head and says in a low voice, "You guys are too loud. There's too many goblins around to keep this up forever."

So, you have a prisoner and one door leading east and one door leading north back the way you came.


Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

Kessai's eyes lift not from the cowering goblin.

"The kobold, though irritating, is correct. There are too many goblins. This one, I can bewitch, and it may prove useful in dealing with the rest. If you like."

Can cast hypnotism which, if successful (Will save DC 14 at -2) will last 2d4 rounds. Enough to ask a few questions and get the truth or make some useful suggestions. Or we use more physical measures.


DC 14 Will Save: 1d20 - 1 ⇒ (10) - 1 = 9
Will Save? More like Won't Save...am I right?
Duration: 2d4 ⇒ (3, 1) = 4
To make it more amenable to PbP, you can ask 4 questions

The goblin's attention is all over the place but keeps returning to the witch. Then, all at once, it begins to focus completely on the woman.


Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

Kessai smiles, not a kind smile, the kind that doesn't make it to her eyes. She stares at the hapless goblin.

"Good. Focus on me. Good. 1. Two children, a knight and a wood cutter - where can we find them? 2. Which way shortest to get there? 3. How many goblins that way? 4. What traps that way?"


The goblin's head sways back and forth and it responds immediately in goblin, "Not children but a brother and sister and a holy warrior. The three fought like devils when we cornered them. Durnn punished the brother to hurt the sister and then we had to send them on because Belak wanted them. They should be down in the grove but we haven't seen them in a while. You want to go there?" The goblin cackles, then coughs and some blood is coating its lips.

"I wish you Lamashtu's luck to get there. Durnn's throne sits on the passage...", he gestures vaguely to the northwest, "...and I've never travelled to the grove. I'm not going to take you to Durnn either. He'd kill me."

I'm walking a line here of answering and not answering your specific questions because Hypnotism only makes him two steps better - from Hostile to Indifferent.


Human Male Unchained Rouge [HP 4/14] [AC:15 T:12 FF:13 CMD:13] [Init +2] [Fort +0 Ref +5 Will +1] [Perception +6]

"If we are going to continue I will need some healing. That rat-dog's bite really hurts."


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

An intimidate check will make him effectively Friendly.

"May be time to rest before continuing further." Akula said.


No problem if you want to rest...just pick a spot.

Mal:
Forgot to respond about the disease. Indeed I missed that fine print. You are cured!


Male Sylph Swashbuckler (Courser) 2 HP 16/22 | AC 16 (T 14[, FF 12) | CMB +3, CMD 17 | F +1, R +6, W -1 | Initiative +3 | Senses: darkvision 60' , Perception +3 Speed 30' (35'), Featherfall[ 1/1, Panache 2/2, Charmed Life 3/3, , Conditions:None

"Yeah, a thorough rest will do us some good, and Akula will prolly be able to mend those pants again Julio. Not right for a true gentleman to be out and about looking in such a state!"


Drow Male Magus 2 [HP11/18] [AC:17 T:13 FF:14 CMD:14] [Init +4] [Fort +4 Ref +3 Will +2] [Perception +2]

"As I'm getting light headed from blood loss, I wouldn't mind some healing coming my way as well."Mal'kolenth chimes in as he tries to slowly sit up.


Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

@Wandering GM: Kessai doesn't speak goblin, she was speaking to him in Common, sorry if I didn't make that clear. How should we proceed?


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

"Where is safe?" Akula asked Meepo.


Meepo makes a strange clucking sound and answers, "Kobold halls are open to you. There are two routes there. We have traveled one, the other I don't know...What about the goblins? We've killed many and then there is that one..."...and he points to the goblin on its knees.

Kessai:
Thanks for being up front about it but I had that in mind. I thought about how I wanted to handle it but since there are at least a couple party members with Goblin language, I decided to simplify it for PbP as if the entire party actually participated in the conversation.


Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

Kessai smiles the not-friendly smile.

"How are you called?". The eldrite waits for the goblin to offer its name, then edges closer.

"We spare you now. Later I might feed you to my cat. One piece at a time while you yet live. Do not cross us or seek help from those who failed you."

Intimidate: 1d20 + 6 ⇒ (18) + 6 = 24


Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

A lil help to completely send it over the edge?


The goblins eyes grow large as it hears the threats translated to it. "B...B...Borux. Of the Durbuluk tribe. What do I do then? I can leave but I can't get past the kobolds by myself! Every time we want to leave we have to push through the kobolds with swords. Now you've killed many of our fighters..."

The little humanoid looks pitiful. It's hard to tell but you think it may be pale from loss of blood. It thinks it is being kicked out of its home...

"Let me go...help me leave...Durnn's throne is that way...he points vaguely northwest. There are two doors to it. One from the east...you can get to it from the long room with the torches on the other side of that door..."...he is pointing to the door you came through.

"...the other door to his throne is from the south and comes from the village."


Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

"Borux. You will stay by my side, and assist me. And in time, you might find a way out of this...mess....alive."


Male Sylph Swashbuckler (Courser) 2 HP 16/22 | AC 16 (T 14[, FF 12) | CMB +3, CMD 17 | F +1, R +6, W -1 | Initiative +3 | Senses: darkvision 60' , Perception +3 Speed 30' (35'), Featherfall[ 1/1, Panache 2/2, Charmed Life 3/3, , Conditions:None

"So, It's back to Meepo's room for a night.s sleep?'


Blitz makes a recommendation and leads the party back the way they came, doubling back past the long hall with the torches and the pair of barriers now surrounded by multiple dead goblin bodies and finally past the boarded up doorway and bloody tracks on the floor where you encountered the strange birdlike crone.

It does not take long to get a new fire started, although the lack of ventilation makes the air thicken with smoke. Apparently there are natural air currents, though and the air remains easily breathable. The party sets a watch order and rests.

Go ahead and make your rest adjustments to HP, spells and the like. Mark off one day's rations for each PC. Now that you've lost Savien and gained 2 prisoners, Julio, Blitz and Akula will have to pick up the slack from their individual stashes.

GM Roll:
1d5 ⇒ 3

Julio draws the final lot for a watch and so it is him who hears the yelling begin. It sounds like it is coming from the direction of the main kobold halls (towards Yusdrayl). It isn't long before he hears the sound of steel on steel echoing down the hall.

The party stirs awake, looking at Julio for information on what is happening. Borux sits stairing at Julio, eyes wide (for a goblin).


Human Male Unchained Rouge [HP 4/14] [AC:15 T:12 FF:13 CMD:13] [Init +2] [Fort +0 Ref +5 Will +1] [Perception +6]

Does anyone have any healing to dole out?

"Sound like the Kobold may need some help. What do you think Meepo?"


Drow Male Magus 2 [HP11/18] [AC:17 T:13 FF:14 CMD:14] [Init +4] [Fort +4 Ref +3 Will +2] [Perception +2]

As Mal'kolenth listens he drinks a red potion and a few of his wounds miraculously fade.

Potion of Cure Light Wounds: 1d8 + 1 ⇒ (1) + 1 = 2


Male Sylph Swashbuckler (Courser) 2 HP 16/22 | AC 16 (T 14[, FF 12) | CMB +3, CMD 17 | F +1, R +6, W -1 | Initiative +3 | Senses: darkvision 60' , Perception +3 Speed 30' (35'), Featherfall[ 1/1, Panache 2/2, Charmed Life 3/3, , Conditions:None

Blitz jumps up and straps on his scizore after the full rest,
"Everyone to attention! It looks like we got work to do!"


Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

Kessai stirs, her cat erupting from their sleeping place and stretching. Sensing the alarm, Kessai leaps up and clutches her longspear, cursing its disrepair.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

Before we rest

Akula took fifteen minutes to pray, and then healed Mal without a word.
Filling the spell slot I left open

Cure Light: 1d8 + 2 ⇒ (4) + 2 = 6
Cure Light: 1d8 + 2 ⇒ (7) + 2 = 9

And then Blitz.

Fervor healing: 1d6 ⇒ 1

Later...

Akula did not sleep that night. He worked instead, continuing to make additions and modifications to his Longbow.

I have endurance, so I can go without sleep for a night if I need to with no penalty (takes twice as long before I need to make checks for fatigue and other conditions).

Craft (boyer/fletcher), guidance: 1d20 + 5 + 1 ⇒ (17) + 5 + 1 = 23 Ok! With that, I finish crafting my Orcish Hornbow.

By morning, Akula had taken the broken bow and the spare string he'd gotten from the skeletons his bow originally belonged to, and reinforced the arms, binding them. Then he twisted the two strings together and restrung it. The resulting bow was ugly, and would be unwieldy for most people, but it's draw power would be unmatched.

When Blitz called the warning, Akula simply stood up, his new bow in hand.


Human Male Unchained Rouge [HP 4/14] [AC:15 T:12 FF:13 CMD:13] [Init +2] [Fort +0 Ref +5 Will +1] [Perception +6]

Julio limps along behind the party as they run off to see what is happening.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

...and Julio

Fervor Healing: 1d6 ⇒ 5

Sorry I can't do more. All of you need to get hit less.


Meepo begins to get up and says, "Goblinses attack sometimes. We are not without defenses. The bounders will be trying to hold until Yusdrayl comes and ends it..."

Almost on cue, what can only be the sound of an explosion comes from the direction of the battle. For now though, the sounds of more mundane fighting continues...along with the occasional growl in Draconic or Goblin.

As of yet, there is no sign of attack where you are.


Human Male Unchained Rouge [HP 4/14] [AC:15 T:12 FF:13 CMD:13] [Init +2] [Fort +0 Ref +5 Will +1] [Perception +6]

Julio throws out an idea, "Maybe this is the time that we should move through the goblins territory. They seem to be easy and I would hate to break up the kobolds fun."


Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

"A good plan Julio - if the goblins are distracted by war with kobolds, perhaps we use that to our advantage."

Kessai turns to look at Borux and Meepo. "What might that explosion be?"


Borux, looking very nervous at this turn of events keeps his mouth shut. For his part, Meepo speaks up and says, "That's Yusdrayl's magicks. Strange that it didn't stop the fighting though...Are you thinking Calcryx is unguarded?"


Drow Male Magus 2 [HP11/18] [AC:17 T:13 FF:14 CMD:14] [Init +4] [Fort +4 Ref +3 Will +2] [Perception +2]

"Sneaking up behind the goblins sounds like a wise plan. If Calcryx is with them there will still be guards. They will be less though."


Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

Kessai looks confused.

""Who is Calcryx?"


Human Male Unchained Rouge [HP 4/14] [AC:15 T:12 FF:13 CMD:13] [Init +2] [Fort +0 Ref +5 Will +1] [Perception +6]

"Calcryx is the kobold's pet dragon. The goblins kidnapped it. The cage they kept it in was rather small so don't worry too much about it. All we have to do is convince it to return with Meepo."


Meepo nods vigorously at Julio's description. [b]"She is our joy and our pride. You think the cage too small? We did not notice. Perhaps we will need a new one.

From where you are you can certainly loop north and then west the way you originally fought through the goblin barriers. Is that the plan? I get back from Europe tomorrow so my posting rate should return to normal.


Drow Male Magus 2 [HP11/18] [AC:17 T:13 FF:14 CMD:14] [Init +4] [Fort +4 Ref +3 Will +2] [Perception +2]

"I would suggest you do away with the cage entirely, or when the dragon is old enough to turn its situation around you won't be pets you'll be food.,Mal'kolenth warns meepo grimly.


HP 20/20, DHP 14/14, AC 20, FF 19, Touch 11, Fort +7, Ref +3, Will +8, Perception +7, Initiative +1 Fervor 4/4. Active Effects: Antiplague,

"Either kill a thing, or set it free. Nothing belongs in a cage." Akula said flatly.


Female Human Witch (Dark Sister) 2; HP 18/18; AC 11/ T 10/ FF 10; Fort +1 Ref +1, Will +6; Init +1; Per +2; CMB +2, CMD 13; Spd 30 ft Hex: Misfortune: DC 14 Anytime the creature makes an ability check, attack roll, saving throw, or skill check, it must roll twice and take the worse result. A Will save negates this hex.

Kessai nods with some force.

"I agree" she murmurs, looking at Mal'kolenth. The cat, Mouf, yawns and stretches, completely unfazed by events nearby.

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