Wondering the Silent Caverns (Inactive)

Game Master Amsheagar

>>>Map<<<

Init:

[dice=Shellin]1d20+2[/dice]
[dice=Maraiah]1d20+2[/dice]
[dice=Hob]1d20+3[/dice]
[dice=Gargon]1d20+3[/dice]
[dice=Unbeugsam]1d20+0[/dice]
[dice=Vemarus]1d20+6[/dice]
[dice=GM's Pet 1]1d20+6[/dice]
[dice=GM's Pet 2]1d20+6[/dice]


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Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Slowing her breathing to steady her aim Maraiah firs again.

1d20 + 7 ⇒ (9) + 7 = 16
1d8 ⇒ 7


The blow is solid, but doesn't take down the bat.


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Gargon swings again with his club, hoping to stop the beast.

club to hit: 1d20 + 8 ⇒ (4) + 8 = 12
club damage: 1d8 + 6 ⇒ (2) + 6 = 8


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Fearing for his life, Shellin will 5ft step back from the thing before turning and, using an arcane point, fire Magic Missile at the dire bat. As he does so, he will draw a javelin from his pack.
Please just die, please don't let my life rest on throwing this thing!

Missile 1: 1d4 + 1 ⇒ (3) + 1 = 4
Missile 2: 1d4 + 1 ⇒ (4) + 1 = 5


5ft step outside reach
Swift: Use arcane point
SA: Magic Missile at CL 3
Move: Retrieve javelin


The bat goes down with Shellins first missile. Lookin around the cave you find two red blood stones again.

it was at 0 after Maraiah hit him.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Stopping to pick up the stones, Maraiah moves over to Shellin. "How badly are you hurt?"


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

@Maraiah 2/14hp. Also, did you want me to add those stones to the party loot bag or do you want them?
Shellin is clasping his hand on his shoulder, a bleeding mess of flesh there marking the bat's bite.
His face a a slightly grimacing mask, Shellin will reply with "We are going to go with badly hurt but functional. We'll have to see what we can do about some rest and recuperation, it looks like we could all use it."

Turning to address The Party, Shellin will continue, "Should we try to rest here now that we've cleared the room? I'm not much for sleeping where we nearly died but I'm not too keen to face the rest of what the caverns might offer should we continue."
He will also translate in Goblin for his injured and easily confused friend.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Sure

Taking a moment to study both Shellin's vicious wound and Gargon's numerous injuries Maraiah frowns. "I say we rest here. We keep going and you two are likely to bleed to death." she says handing the arcanist the bloodstones she'd retrieved from the cave floor.


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Not even concerned about the actions of the party Gargon immediately drops and begins to sleep.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Laughing lightly, and stopping with a mildly pained look, Shellin will say "It seems like Gargon has decided for us, haha. Mind helping me move him to the wall? Hate to leave him in the middle of the room."


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Still gravely wounded Unbeugsam has nothing to say,


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Hell's Bells, we forgot the dwarf!
A tad distracted by blood loss, Shellin sees the state of their once boisterous teammate, Shellin adds: "We'd best move Unbeugsam too. I'll do what I can for him in the morning after I prepare my spells."
He stops then, thoughtful look overtaking his face.
"What time of day do you think it is up there?" Shellin gestures to the cavern above them as he grabs one of Gargon's arms with his uninjured arm.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Noticing the silence of his one conscious companion, Shellin will shrug mildly and go about dragging the two unconscious party members out of the middle of the room, and after noticing a smell, he will drag the dire bat corpses to the opposite wall

He will take a moment to set out his bedroll near the others and nourish himself with his rations. To Maraiah he offers, "I can take first watch if you won't mind taking second." With a wry smile returning to his once combat-neutral face, He will continue, "I think Gargon volunteered for last watch, being the first asleep and what have you."

Sorry for consecutive post, won't make a habit of it


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

I am assuming there will be more "dreams" and such tonight. In the morning I would like to go over the dire bat corpses for some bones or other body parts suitable for throwing. Thanks for drgging me over to the fire Shellin. It is toasty and warm.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

You're welcome, and thanks for the reminder:
Forage(dire bats): 1d20 + 5 ⇒ (12) + 5 = 17


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

"I'm good with that, Unbeugsam needs all the rest he can get." Maraiah replies setting up her own bedroll and sitting to eat.

Would Knowledge Dungeoneering help me with keeping track of the passage of time underground?


Survival would. I'll be back soon to make updates. :)


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Survival: 1d20 + 5 ⇒ (11) + 5 = 16


Unbeugsam:

Check your mail soon. I'll be sending you an update.

From harvesting the Dire Bat's bodies, you were able to get some common (15) spell components and 2 uncommon ones. Enough meat for several days.

Looking around this cavern, you can see that there are corpses of previous travelers. In a pile of guano you discover a bag of potions. You are unable what they are but you find 6 in all. 4 light blue potions and 2 green potions. To determine what they are, you will need either spell craft/alchemy with a DC 15... after a small taste.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Added to Party Loot Bag:
common spell components, 15
Uncommon spell components, 2
Bat meat, ? Days worth
Light blue ? Potion, 4
Green ? Potion, 2

Shellin will settle in for the start of his watch, sitting on his bedroll and leaving a Javelin at his side within easy reach.. He will retrieve on of each potion from his sack and set them before him. Drawing out a third potion, he will turn to Maraiah and gesture to the potion in his hand. "This is one of my last healing potions. Should either of these unidentified concoctions incapacitate me, force feed me this if you would not mind."

He will then proceed with the taste tests, a light worried look on his face.
Spellcraft Blue: 1d20 + 6 ⇒ (13) + 6 = 19
Spellcraft Green: 1d20 + 6 ⇒ (15) + 6 = 21


Blue is Cure Light Wounds, Green is magic weapon.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

A full smile nearly splits Shellin's face at the familiar taste of the blue potion. Well, at least we won't all perish from our current injuries...
We have a bit fortune here, Maraiah. We have enough healing potions here to fix these two right up in the morning!"
Curiosity sated, Shellin packs the potions away in the sack.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Magic weapon probably tastes like gun oil. lol

"That's a relief, the last thing we needed was you keeling over too." Maraiah replies with a smile.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Shellin glances at his blood matted shoulder for a moment. I suppose I can do something about this now.
Shellin will rifle through his sack and retrieve one of his potions, marked sepperate from the others with a small bit of twine around the neck of the bottle. Popping the cork, Shellin will chug the potion.
1: 1d8 + 1 ⇒ (7) + 1 = 8
As the ache fades from his shoulder, he relaxes visibly into his seat.
"Ahhh, now that's much better."
Wounds closed for the most part, Shellin will settle in for his watch


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Do you use one healing potion on the dwarf?


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

I suggest updating your hp total in the stat bar so we actually have an idea how injured you are.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Done


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

@UnbeugsamI would like to but I don't know what I need to roll for them, forgot to ask. Either way I will use one of my spells after rest to give you guaranteed 10HP with Infernal, then we can roll for potions, speaking of which:
@GM my potions are 1d8+1 bc I paid for that Caster level of the potion at creation. Are these just 1d8 or do they have a bonus?
ALSO
Standard 2x character level in HP for 8 hr rest, or do you use another rule?


If you buy any potions, generally it's the lowest level of the caster that can cast it. a CLW potion would generally be a d8+1, CMW +3. If you paid for the extra caster level, then it would be for the caster level you paid for. Any potions you make yourself will be your caster level.
Speaking of levels, Go ahead and level up to 3.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Oh, yay!
CLW Potion: 1d8 + 1 ⇒ (4) + 1 = 5
Shellin will take one of.the blue potions and carefully administer it to the dwarf.
Another one not dead, at least for today...tonight...oh, hells.
He will quietly murmur, "Well, that's gonna bother me."


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Oh yeah. Gargon likes this rest.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Waking up Unbeugsam moves his head back and forth, feeling his neck muscles."How long was I out?"


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Dwarven:

"You've been out for about a half hour, comrade. We found some potions and I determined them to be of a healing nature. Lucky for you, I wasn't wrong!"

As Shellin speaks, his face fades into his usual sedate half-smile.
Continuing in Common, "Welcome back."


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

You should probably go back to sleep. You could definitely use the rest." As both Unbeugsam and Gargon rest, Maraiah treats their wounds.

Heal (provide long term care 8hrs. DC 15): 1d20 + 8 ⇒ (11) + 8 = 19
Heal (provide long term care 8hrs. DC 15): 1d20 + 8 ⇒ (13) + 8 = 21

If we're able to then in an 8 hr stretch they'll both heal 2 hp per level (6) or if we stay put for the whole day that'll heal 4 hp per level (12)


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Well dang, good news, bad news.
Shellin wakes an hour before last watch ends and takes the extra time to prepare his spells
Burning hands Added, otherwise unchanged
As everyone wakes and performs their morning rituals, Shellin takes inventory of their loot thus far...
Huh, that's odd.
He looks around at the party with a bright eyed curiosity.
I wonder if they were stolen...
"Good morning everyone. I have uncovered a curious thing; the red gems are missing."


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

"Well, this has for sure.. changed me. Yes it did!"
What could I use as a holy symbol. He would make one from metal or so


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Who are you a cleric of? Maybe we can fashion one out of bone or something?

Upon awakening Gargon wanders over to the remains of the corpses and rifles around. He attempts to take the upper arm bones from the bat corpses. These will make nice boomerangs, yes.

Rolling survival to see if I succeed in my foraging

Forage: 1d20 + 1 ⇒ (14) + 1 = 15


you already have it on you.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Um death!


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

I'd say bone would be an appropriate material for a holy symbol of Death. Pharasma's spiral carved in a disc of bone, like maybe the page of a skull should work.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Have one, no worries


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

"Everyone feeling a bit more alive?" Maraiah asks her companions.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

"That is a very curious question. And the answer is even more obscure!"


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

With 3hp rest-recovery, I'm right at max HP!
Shellin check his shoulder and, seeing it has healed entirely over, replies, "All good on my end."
Though I think she and I are the only ones truly up on their toes.
Turning to Unbeugsam, Shellin will grasp his necklace and put his other hand to the warrior's shoulder, casting Infernal Healing.

He will continue,

Dwarven:
"Here comrade, this should help those wounds close;"

To the group, "Does anyone need a potion from the stock? we have 3 left."

I'm pretty sure the rolls Maraiah made met the Provide Long-term Care DC unless GM says no, and Infernal Healing lasts 1 Minute, as well as the level 3 HP
tl;dr
Unbeugsam and Gargon you healed 6hp instead of 3(Maraiah's Heal)
Unbeugsam gains 10HP(Infernal Healing)
Hurray level 3!


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Waving his hand Unbeugsam casts a spell and some more of his wounds close.CLW: 1d8 + 1 ⇒ (6) + 1 = 7


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Laughing lightly, Shellin will say, "I'll take that as a no then.
I'm glad we have more healing magic, but that is new, comrade. I use my necklace much in the same way you use that thing in you hand when I use my magic. What is this thing?"

At the mention of it he holds his necklace in view, A small hand-carved idol of darkwood. As he asks he about "that thing" he points to the focus in your hand.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

There is no focus in his hand. His hands are... strangely empty


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
Shellin wrote:

Laughing lightly, Shellin will say, "I'll take that as a no then.

I'm glad we have more healing magic, but that is new, comrade. I use my necklace much in the same way you use that thing in you hand when I use my magic. What is this thing?"
At the mention of it he holds his necklace in view, A small hand-carved idol of darkwood. As he asks he about "that thing" he points to the focus in your hand.

Whoops, REDACTED

Laughing lightly, Shellin will say, "I'll take that as a no then.
I'm glad we have more healing magic, but that is new, comrade. When did you learn to do that?"


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

"A very good question. The answer is again.. very complicated. I think one can find faith. And faith manages!"


As you come to the next morning. You notice several things. First, Hobs has vanished and is no where to be seen. His belonging are where you saw him lay down last night, but he is no where to be seen.

Hob's Stuff:

shortbow 30 gp
masterwork Whip, scorpion 305 gp
Chain Shirt 100 gp
Heavy Steel Shield 20 GP
Scroll Animate Rope x2 50 gp
Scroll Comprehend Languages x2 50 gp
Scroll Cure Light Wounds x4 100 gp
Scroll Feather Fall x 2 50 gp
Scroll Identify 50 gp
Scroll Remove Fear 25 gp
Scroll Share Language 25 gp
Bag of Holding IV

Kit, Bard's

Price 41 gp; Weight 33-1/2 lbs.

This includes a backpack, a bedroll, a belt pouch, a common musical instrument, a flint and steel, ink, an inkpen, an iron pot, a journal, a mess kit, a mirror, rope, soap, torches (10), trail rations (5 days), and a waterskin.

Tools, Thieves'

This kit contains lockpicks and other tools you need to use the Disable Device skill. Without these tools, you must use improvised tools, and you take a –2 circumstance penalty on Disable Device checks.

Masterwork Thieves' Tools: Price 100 gp; Weight 2 lbs.; This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device checks

masterwork Kit, Spelunking

Price 174 gp; Weight 32 lbs.

This kit holds equipment for exploring underground, consisting of a lantern with 4 flasks of oil, a hammer and 8 pitons, 100 feet of silk rope, a grappling hook, and a climber's kit.

Once you start splitting it up, you notice that the Blood Stones have vanished.

Gargon manages to get the ribs off of the bats, but he will still have to fashion them into a weapon, if he wants to use them as anything useful. But, as he starts to talk again, you notice that his common has progressed, as if the curse has been lifted for some reason. This is from him learning the language.

You continue to head down the tunnel and for the next day, you come across several wonderful caverns that seem to be untouched by man. Perception checks here please.

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