Wrath of the Righteously Inept GM (Inactive)

Game Master Unruly

My first run at PbP GMing. Wrath of the Righteous AP.
Date: 18 Arodus, 4713 Location: Kenabres, Mendev
Loot Tracking Sheet


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I blame Paizo for the bottleneck. Once you're inside it doesn't get much better though.

-Posted with Wayfinder


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Rex Round 3

Rex looks at the big lizard busting through the door.

"That is one mean looking lizard."

Rex aims and fires at the scaly beast.

Point Blank, Precise Shot: 1d20 + 6 + 1 + 1 ⇒ (14) + 6 + 1 + 1 = 22

Pistol Damage: 1d8 + 1 ⇒ (7) + 1 = 8

Round 3 Summary

Bullets 7/10


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Round 3 Update

Rex fires at the lizard, hitting it. The lizard falls over, motionless.

Max steps back and blesses Tina.

Anevia holds position, bow drawn and at the ready.

The first of the mongrelmen stays beside the door. "Won't you come in? We want to play too!"

Horgus stays stationary.

Initiative Order:
Rex
Max
Anevia
Mongrel1
Horgus
Deia <--- We are here
Tina
Lann
Kel
Aravashnial
Mongrel2

Tracking:
Kel: Guidance
Lann: Guidance
Tina: Guidance
Lizard: -31hp, dead
Mongrel1: -2 Attack rolls 5 rds

Deia, since you targeted the lizard that's now out of the fight, you can choose a new course of action.


Human Aristocrat 4 HP 18/18 | AC:9_T:9_FF:9 | F +2_R +1_ W +5 | Init -1 | Perception +2

"Are you really going to let him taunt you like that? You've already beaten two of his comrades and his monstrous pet, go teach him a lesson as well!"


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina is still stuck and holds.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Thanks! I'll update my action.

Deia continues to curse the mongrel that she can see.

"Stars of the sky, cast doubt into the mind of the cultist." Hex(Evil Eye) DC15, will targeting AC.


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Round 3 Update

Deia attempts to curse the first mongrel again, but he shrugs it off. "Lady, you need to quit with that crap. Why don't you come inside and we can find a better way to occupy you!" Will: 1d20 + 4 ⇒ (18) + 4 = 22

Tina holds her action again.

Lann tries to maneuver his way inside, fed up with their taunting. His attempt at moving swiftly fails, and the traitors attack him savagely. Kel steps in and absorbs one of the blows, while one of the traitors attempts to trip Lann as he runs. The attempt fails, and Lann trips him up instead!
Acrobatics: 1d20 + 1 ⇒ (9) + 1 = 10
Attack1: 1d20 + 2 ⇒ (1) + 2 = 3 Attack2: 1d20 + 4 ⇒ (18) + 4 = 22 AoO1: 1d20 + 2 ⇒ (14) + 2 = 16 AoO2 Trip: 1d20 + 4 ⇒ (5) + 4 = 9
Damage2: 1d6 + 3 ⇒ (4) + 3 = 7 Damage AoO1: 1d6 + 3 ⇒ (1) + 3 = 4
Lann AoO Trip: 1d20 + 4 ⇒ (11) + 4 = 15

Once inside and in position, Lann swings at the standing traitor, but his recent exertion prevents him from performing.
Attack: 1d20 + 4 ⇒ (1) + 4 = 5

Initiative Order:
Rex
Max
Anevia
Mongrel1
Horgus
Deia
Tina
Lann
Kel <--- We are here
Aravashnial
Mongrel2

Tracking:
Kel: -5hp Guidance
Lann: Guidance
Tina: Guidance
Mongrel1: -2 Attack rolls 5 rds, -2 AC 1 rd.
Mongrel2: Prone.

Well, that was eventful. Lann made it inside and knocked one of the enemies prone!


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Bodyguard attempt, DC 10: 1d20 + 5 ⇒ (17) + 5 = 22 Note that increases Lann's AC until my next action, as per the Aid Another rules. I only need to make one roll per person being guarded, not for each attack.

That gives him a +2 bonus to his AC. Any damage he would still take, I'll take instead.

I'm going to wait for the results of my Bodyguarding before I post my actual turn.


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Aid Another says "a +2 bonus to AC against that opponent's next attack, as long as that attack comes before the beginning of your next turn."(emphasis mine) so it seems to me that it's only good for one attack per use, not multiple. However, you can use it for both hits that would have landed since the AoO's would have happened while Lann was still adjacent. In Harm's Way can only be used once though, since it requires an immediate action. Which means you would have absorbed the 7 damage hit since it was the only one to land after Bodyguard came into play. Reduced by 2, that means you've taken 5 damage and prevented Lann from getting beat over the head entirely.

Round 3 Revision Update
Lann moves through the doorway, getting attacked as he moves. However, Kel jumps in the path of the enemy's initial assault and takes the blow instead.

Tracking:
Kel: -5hp Guidance
Lann: Guidance
Tina: Guidance
Mongrel1: -2 Attack rolls 5 rds, -2 AC 1 rd.
Mongrel2: Prone.

I edited the round update to also reflect this turn of events.


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Alright. I'm not sure where I got that mixed up. Good to know. Kel takes 5 points of Learning damage.

Kel steps in after Lann, moving in the way of a blow meant for their Mongrelman ally, a little frustrated that Lann had moved in before him. The downed enemy wasn't a threat at the moment, but the other was still focused on Lann, so Kel aimed at making it regret that decision.

Spiked Gauntlet, flanking, guidance: 1d20 + 5 + 2 + 1 ⇒ (9) + 5 + 2 + 1 = 17
Damage: 1d4 + 3 ⇒ (2) + 3 = 5

AC 19 this round


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Round 3 Final

Kel moves in Lann's wake, stopping to attack the standing mongrelman. He lands a solid punch with his spiked gauntlet.

Aravashnial hears the sounds of combat heating up and asks, "Are you sure you don't want me to lend a hand?"

The prone mongrelman begins to stand up, prompting an attack from Kel, who lashes out with a spiked fist of steel.
Kel AoO: 1d20 + 5 ⇒ (4) + 5 = 9 Damage: 1d4 + 3 ⇒ (4) + 3 = 7

As the mongrelman reaches his feet, he swings at Kel and lands a mild blow.
Flanking Attack: 1d20 + 4 + 2 ⇒ (14) + 4 + 2 = 20 Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Tracking:
Kel: -7hp
Lann: Guidance
Tina: Guidance
Mongrel1: -5hp, -2 Attack rolls 5 rds, -2 AC 1 rd.
Mongrel2: -7hp


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Round 4 Begin!

Initiative Order:
Rex <--- We are here
Max
Anevia
Mongrel1
Horgus
Deia
Tina
Lann
Kel
Aravashnial
Mongrel2

Tracking:
Kel: -7hp
Lann: Guidance
Tina: Guidance
Mongrel1: -5hp, -2 Attack rolls 5 rds, -2 AC 1 rd.
Mongrel2: -7hp


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Max continues to pray his way through the situation, seeking to bless Anevia in turn. Cast Guidance on Anevia.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Aravashnial, they are inside the door right now fighting the traitors, I don't think it is a good spot for you to cast a spell.


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Rex Round 4
"Lizard down," Rex then sets about reloading his pistol.

Round 4 Summary

Standard Action Reload

Bullets 7/10

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Round 4. Nice taunting, Unruly!

Deia moves to a more advantageous position. Move: SE, S for a total of 15 feet

"Move forward! Take the fight to the mongrels!" she shouts to the group.

After moving, Deia targets the other mongrel with her magic. "Stars of the sky, cast doubt into the mind of the cultist." Hex(Evil Eye) DC15, will targeting attack rolls.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina moves NE one square and E one square so she is just south of the door.


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Round 4 Update

Rex reloads.

Max continues with his priestly duties.

Anevia remains in position.

The first of the mongrelmen takes a swing at Kel, taking advantage of his flanking position. "GET SOME!"
Flanking Attack: 1d20 + 4 + 2 - 2 ⇒ (15) + 4 + 2 - 2 = 19 Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Horgus holds position.

Deia attempts to curse the second mongrelman, but he shakes it off.
Will: 1d20 + 4 ⇒ (19) + 4 = 23

Tina moves forward near the door.

Lann swings at the first traitor, landing a solid blow.
Guidance Flanking Attack: 1d20 + 4 + 2 + 1 ⇒ (6) + 4 + 2 + 1 = 13 Damage: 1d6 + 3 ⇒ (2) + 3 = 5

Initiative Order:
Rex
Max
Anevia
Mongrel1
Horgus
Deia
Tina
Lann
Kel <--- We are here
Aravashnial
Mongrel2


Tracking:
Anevia: Guidance
Kel: -11hp
Tina: Guidance
Mongrel1: -10hp, -2 Attack rolls 4 rds.
Mongrel2: -7hp, -2 Attack rolls 1 rd.

Took a few liberties with Tina and Deia's movement to accommodate what both of you were trying to do. Let me know if it works for you, since as best as I could tell you were aiming for the same square.


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Kel grunts and lashes out with his spiked fist again, trying to finish the one he and Lann were flanking.

Attack, Flanking: 1d20 + 5 ⇒ (19) + 5 = 24
Damage: 1d4 + 3 ⇒ (4) + 3 = 7

Then he sidesteps to get out of the pinch he was in.


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Round 4 Final

Lann punches the mongrelman hard, and then steps out of his dangerous position.

Aravashnial stays put, and stays quiet.

The second mongrelman swings wide as he tries to attack Kel.
Attack: 1d20 + 4 - 2 ⇒ (6) + 4 - 2 = 8

Tracking:
Anevia: Guidance
Kel: -11hp
Tina: Guidance
Mongrel1: -17hp, -2 Attack rolls 4 rds.
Mongrel2: -7hp, -2 Attack rolls 1 rd.


City Map Current Location Map Loot Sheet

Round 5 Begin

Initiative Order:
Rex <--- We are here
Max
Anevia
Mongrel1
Horgus
Deia
Tina
Lann
Kel
Aravashnial
Mongrel2

Tracking:
Anevia: Guidance
Kel: -11hp
Tina: Guidance
Mongrel1: -17hp, -2 Attack rolls 4 rds.
Mongrel2: -7hp, -2 Attack rolls 1 rd.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

That's fine with placement, I wanted to leave the door mostly open. I'm going to see what Rex does before I post an action.


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Rex Round 5

"Can't really get a clear shot, they are using the sides as cover,"Rex shouts to nobody in particular as he attempts to aim.

Can't waste bullets...on risky shots.

"But I have a shot on them, if they move."

Rex will ready an action to take a shot at any of the creatures moving into the doorway or through it.

Round 5 Summary

Ready Action
Bullets 7/10

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Deia stays still.

"Move up if you can!" she shouts.

She continues to try to impede the mongrels. "Stars of the sky, cast doubt into the mind of the cultist." Hex(Evil Eye) DC15, will targeting attack rolls targeting the north Mongrel


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Gonna wait for at least Max to post before I do the next update.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Sorry to keep you waiting.

Max casts guidance on Rex.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina steps into the doorway and stabs Mongrel 1

L.Spear: 1d20 + 1 ⇒ (12) + 1 = 131d8 ⇒ 1


Round 5 Update!

Rex keeps an eye on the doorway, waiting for an open shot.

Max blesses Rex.

Anevia slings her bow onto her back and moves near the door, drawing her sword as she goes.

The severely wounded mongrelman swings at Lann, connecting with a sickening crunch.
Attack: 1d20 + 2 ⇒ (17) + 2 = 19 Damage: 1d6 + 3 ⇒ (5) + 3 = 8

Horgus stays in the back.

Deia makes another attempt to curse the second mongrelman, who simply yells at her again. "When are you gonna learn that ain't gonna work?"
Will: 1d20 + 4 ⇒ (11) + 4 = 15

Tina stabs at the severely wounded mongrelman, but only manages to inflict a minor wound.

Lann bashes in the ribs of the wounded traitor, sending him dropping to the floor.
Flanking Attack: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Initiative Order:
Rex
Max
Anevia
Mongrel1
Horgus
Deia
Tina
Lann
Kel <--- We are here
Aravashnial
Mongrel2

Tracking:
Anevia: Guidance
Kel: -11hp
Lann: -8hp
Rex: Guidance
Tina: Guidance
Mongrel1: -24hp, -2 Attack rolls 3 rds, dying.
Mongrel2: -7hp, -2 Attack rolls 1 rd.


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Wincing in pain, Kel quicksteps back to employ his glaive and swings at the remaining enemy.

5' adjust back next to the downed mongrelman.
Attack: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d10 + 4 ⇒ (8) + 4 = 12


City Map Current Location Map Loot Sheet

Kel, I take it that was your daily use of suicidal?

-Posted with Wayfinder


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Facepalm. For some reason my brain decided my name was Lann. This head cold I've been fighting is really messing with my mental cognition. Because Lann wasn't adjacent, I couldn't have used Suicidal. Lann is stuck with the damage. Sorry for the confusion.


City Map Current Location Map Loot Sheet

Round 5 Final!

Kel steps back to give himself some room and swings with his glaive, cutting deeply into the surviving mongrelman.

Aravashnial stays put.

The mongrelman swings at Tina, but Kel steps in the way and takes a heavy blow.
Attack: 1d20 + 2 ⇒ (18) + 2 = 20 Damage: 1d6 + 3 ⇒ (5) + 3 = 8 Kel Aid Another: 1d20 + 5 ⇒ (10) + 5 = 15

Tracking:
Anevia: Guidance
Kel: -17hp
Lann: -8hp
Rex: Guidance
Tina: Guidance
Mongrel1: -24hp, -2 Attack rolls 3 rds, dying.
Mongrel2: -19hp, -2 Attack rolls 1 rd.

I assume you would have used Bodyguard/In Harm's Way, Kel, since that's what you've been doing normally. If I'm wrong, I'll correct it in the next update.


City Map Current Location Map Loot Sheet

Round 6 Begin!

Initiative Order:
Rex <--- We are here
Max
Anevia
Mongrel1
Horgus
Deia
Tina
Lann
Kel
Aravashnial
Mongrel2

Tracking:
Anevia: Guidance
Kel: -17hp
Lann: -8hp
Rex: Guidance
Tina: Guidance
Mongrel1: -24hp, -2 Attack rolls 3 rds, dying.
Mongrel2: -19hp, -2 Attack rolls 1 rd.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

OH, that doesn't look good. Kel has taken quite a beating lately. I will have to do something about that, thinks Deia.

Waiting to see if the doorway clears before posting an action.


Male Human Cavalier (Constable) | Bard (Chronicler of Worlds, Speaker of the Palatine Eye) 2 | HP 20/20 | AC:18 T:11 FF:17 CMD:16 | F+4 R+4 W+2 | Init+1 | Perc+6 |

Max holds action, waiting for the doorway to clear.

-Posted with Wayfinder


Male Human Gunslinger (Pistolero)/3 Init +4 (+2), Per+7, AC 19/T15/FF14 CMD 14; F+5/R+7/W+3; HP:30/30

Rex Round 5
"Blast no shot, and Kel is taking a beating up there."

Rex drops his pistol to the ground and draws Sull's Morningstar and runs into the doorway to assist Kel.

He swings with all is might at the mongrelman.

Attack: 1d20 + 3 + 1 ⇒ (11) + 3 + 1 = 15

Morningstar: 1d8 + 1 ⇒ (4) + 1 = 5

Round Summary
Free Action Drop Weapon
Free Action Draw Weapon
Move Action, Move
Standard Action, Attack
Bullets 7/10


City Map Current Location Map Loot Sheet

Round 5 Final!

Rex charges into the room, drawing his new, magical weapon and provoking an attack as he runs past Tina.
Mongrel2 AoO: 1d20 + 2 ⇒ (19) + 2 = 21 Damage: 1d6 + 3 ⇒ (5) + 3 = 8

The mongrelman swings and connects squarely with Rex.

Rex retaliates with a powerful swing of his own and the mongrelman drops to the floor, unconscious.

Combat Over!

Kel, since you can only use In Harm's Way once due to it being an immediate action, and both the attack on Tina and the attack on Rex would connect after Bodyguard, let me know if you're going to step in for one of them. I had previously assumed you would step in for the hit on Tina, and you didn't make a post either correcting or acknowledging that assumption, so for the time being I'm going to continue with it.

Tracking:
Anevia: Guidance
Kel: -17hp
Lann: -8hp
Rex: -8hp, Guidance
Tina: Guidance
Mongrel1: -24hp, -2 Attack rolls 3 rds, dying.
Mongrel2: -24hp, -2 Attack rolls 1 rd, dying.


F Human Rogue 3 HP 17/17 | AC:14_T:11_FF:11 | F +1_R +6_W +0 | Init +7 | Perception +5

Anevia makes her way inside and checks the most recently felled man.

"He's still alive, but he's in bad shape. Considering his allies, I say we owe him no more aid than we do the demons."


City Map Current Location Map Loot Sheet

Lann nods in agreement.

"No quarter has been asked, and so none shall be given by me. War is Hell, they say, and in his case it will deliver him unto the Abyss."


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Tina takes her CLW potion and uses it on Kel.
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Let us try to use better tactics, there was a lot of injury done to us.

Dark Archive

Female Human Witch 3 hp 22/22; AC 12, T 12, FF 10; CMD 13; F +3, R +3, W +4; Init +4, Per+4(+7 in darkness/low light, additional +2 if familiar is close)

Deia moves into the next room.

"Yes, Tina. That was quite dangerous. While evil, these demon worshippers are smart too. Defending the doorway made it much harder for us to gain an entrance."

Deia continues, "Kel, Lann, and Rex, I can tend to your wounds. Let me help you, please."

Assuming none of them object, Deia uses her healing hex on the three of them. Deia chants:

"Stars of the sky, mend the wounds of Kel!"Hex: Healing for 1d8 + 2 ⇒ (1) + 2 = 3
"Stars of the sky, mend the wounds of Lann!"Hex: Healing for 1d8 + 2 ⇒ (3) + 2 = 5
"Stars of the sky, mend the wounds of Rex!"Hex: Healing for 1d8 + 2 ⇒ (7) + 2 = 9

Assuming they are not interrupted, Deia looks around the room.

Perception: 1d20 + 4 ⇒ (17) + 4 = 21


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

Kel rolls his shoulders and looks over his various wounds, wincing a little. "Thank you ladies."

"I don't feel right just leaving people to die. How about if we try to stabilize him, and leave him tied up in here. When the city comes to retake this place, they can decide what to do with the prisoners then."

Back up to 20/23 HP.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Well if you really want to.

Tina doesn't use any of her healing kit but does stop any bleeding.

Heal: 1d20 + 7 ⇒ (14) + 7 = 21


Spells: Oracle 1st 5/5 HP 17/22, Temp HP: 0, DR 2/Silver, AC 17, Fort +9, Ref +4, Will +8 Brand 4/4, Terrain 4/5, Smite 1/1, Shatter 1/1, Suicidal 1/1, Align Weapon 3/3, Lay on Hands 5/5

And bind the hands and legs of survivors, disarm them, and leave them here.


F Human Alchemist 4 HP 31/31 Per+9 F7R6W3 AC16T12FF14 Init+2

Maybe put a pillow under their heads and perhaps a blankie to keep away the chill?


City Map Current Location Map Loot Sheet

Should have included the room description earlier, but didn't think about it. Here it is -

You find yourself in what appears to be a common area and sleeping chamber. Ten bedrolls lay on the floor near the glowing remains of a fire, each piled high with blankets and furs. The walls are adorned with stretched hides, each painted with scenes of deformed humanoids hunting various animals and beasts found within the caves. Through the open door to the northeast you can see sacks hanging from the ceiling and the smell of smoked meats wafts out from within.


F Human Rogue 3 HP 17/17 | AC:14_T:11_FF:11 | F +1_R +6_W +0 | Init +7 | Perception +5

"I have a feeling this could turn out badly for us. Remember the dwarf? I think that Lann could have the right idea here. Unless they surrender, I don't think we should offer any aid. The Worldwound is a warzone after all."


M Elf Wizard(Conjurer) 5/Riftwarden 1 HP 20/35 | AC:12_T:12_FF:10 | F +3_R +3_W +7 | Init +2 | Perception +7

Aravashnial makes his way up to the door.

"It may be a warzone, but consider what your wife would do if she were in this position. Would she not offer the chance of redemption to those who have erred? Despite who they may have aligned themselves with, these aren't actual demons we face; They're men and women. People can, and do, make mistakes. We aren't infallible."


Human Aristocrat 4 HP 18/18 | AC:9_T:9_FF:9 | F +2_R +1_ W +5 | Init -1 | Perception +2

"Yea, yea, I heard you the first time, elf. It still doesn't mean I have to forgive you."

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