DM Brainiac's Return of the Runelords (COMPLETED!) (Inactive)

Game Master Brainiac

Maps on Google Slides
Current Date 15 Calistril, 4719 AR


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Dragon hoard FTW! Woo-hoo!
Depending on how many days we spend here, Nime should have enough money to make Rudrik's boots - assuming she can purchase materials here.

Nime tries to assist in the research, but being unable to read Thassilonian is a hindrance that she's unable to overcome.


RETIRED - Runelord of Altruism

Knw History at +13, +5 book, +4 library = +22. Assuming +4 for two people aiding every time.

Research 1: 1d20 + 22 + 4 ⇒ (6) + 22 + 4 = 32
Research 2: 1d20 + 22 + 4 + 1 ⇒ (18) + 22 + 4 + 1 = 45 KP Damage: 1d12 + 5 + 1 ⇒ (1) + 5 + 1 = 7
Research 3: 1d20 + 22 + 4 + 2 ⇒ (10) + 22 + 4 + 2 = 38
Research 4: 1d20 + 22 + 4 + 3 ⇒ (18) + 22 + 4 + 3 = 47 KP Damage: 1d12 + 5 + 1 ⇒ (2) + 5 + 1 = 8
Research 5: 1d20 + 22 + 4 + 4 ⇒ (11) + 22 + 4 + 4 = 41 KP Damage: 1d12 + 5 ⇒ (5) + 5 = 10
Research 6: 1d20 + 22 + 4 + 5 ⇒ (1) + 22 + 4 + 5 = 32
Research 7: 1d20 + 22 + 4 + 6 ⇒ (19) + 22 + 4 + 6 = 51 KP Damage: 1d12 + 5 + 2 ⇒ (12) + 5 + 2 = 19

So a week, or 3 days if Shen can research twice a day. Assuming we want the week for crafting etc.


ADVENTURE PATH COMPLETE

Rudrik slowly sheathes his sword after coming down from the fighting.

"Whew. Gettin' kinda sick of those guys," he says conversationally.

"Everyone all right? Nime? Shen? Theo? No serious injuries? Everyone's still got their heads, hands, and livers?"


After confirming that everybody is alright, you set to work unraveling the secrets of the library. It is a slow process but by the end of the week, you have learned quite a bit!

The Peacock Spirit was a popular religion in the Thassilonian empire, particularly in Cyrusian. Its symbol was a large peacock feather with an open eye inside of it. The Peacock Spirit’s areas of concern were the mind, the body, and the soul, and it was worshiped mainly by ascetics, scholars, and wizards who studied rune magic.

Runelord Xanderghul built the Grand Temple of the Peacock Spirit, though the other six runelords offered funds or workers to aid the project. Xanderghul was a great proponent of the deity, and this splendid cathedral complex spurred the growth of the religion to the empire’s other realms. At the same time, the runelord also established the Therassic Order, the group of wizard-monks who controlled this very library, and the Order of the Green Feather, which functioned as the religion’s militaristic arm.

Devotees of the Peacock Spirit were expected to journey to the Grand Temple at least once in their lives. The trip into the mountains where the temple resides was said to be arduous and dangerous, but the beauty of the temple grounds was supposedly worth the trouble. Worshipers returned from the temple refreshed and invigorated, as if a weight were lifted from their souls. The temple’s valley (as well as the temple itself) is not only hidden by a powerful illusion but also protected by a potent dimensional lock effect save for in a few (unspecified in the library) areas.

Even though it is impossible to teleport directly into the Grand Temple of the Peacock Spirit, high-ranking members of the Therassic Order were gifted a way to instantly travel there in the form of an occult ritual. However, this method doesn’t include a way to teleport away from the temple, so the Therassic monks either had to return on foot or secure some other means of travel.

Eventually, you are able to find the full text of the viridian transcendence. You also learn that the Grand Temple of the Peacock Spirit is protected by seven Peacock Shrines, each of which grants inhabitants (but not visitors or invaders) defenses. While this information doesn’t indicate how a Peacock Shrine can be deactivated, it does mention the defensive effects each shrine grants: the red shrine grants mental protection, the orange shrine bolsters the temple’s walls, the yellow shrine grants physical protection, the green shrine grants immunity to poison and resistance to magic, the blue shrine allows inhabitants to conjure and summon creatures with ease, the indigo shrine grants enhanced healing, and the violet shrine grants Runelord Xanderghul some form of immortality.

Viridian Transcendence:
The highly detailed notes allow the PCs to learn the ritual as if it were taught to them by an eager instructor, taking 8 days and requiring a successful DC 18 Intelligence check. PCs who know a conjuration (teleportation) spell or have prepared one for the day gain a +4 bonus on this check.

The viridian transcendence ritual isn’t so much cast as it is performed. While the casters must be well versed in several scholarly fields, the most important element of this ritual is that it be performed in a way that would please and entertain onlookers. The exact type of performance is irrelevant, although cultists of the Peacock Spirit traditionally dance or sing while performing this ritual.

THE VIRIDIAN TRANSCENDENCE
School conjuration (teleportation); Level 8
Casting Time 80 minutes
Components V, S, M (a gemstone lens worth at least 10,000 gp), SC (up to 8)
Skill Checks Knowledge (arcana) DC 30, 2 successes; Knowledge (planes) 1 success; Knowledge (religion) DC 30, 1 success; Perform (any) DC 30, 4 successes Range touch
Target primary and secondary casters Duration instantaneous
Saving Throw none; SR no
Backlash The primary caster takes 4d6 points of damage and is exhausted. Each secondary caster takes 2d6 points of damage.
Failure The casters each are inflicted with 2 temporary negative levels.

EFFECT
The primary caster draws the symbol of the Peacock Spirit—a peacock feather with an open eye in the middle—on the floor as the secondary casters stand in a circle around him. The secondary casters join hands around the primary caster, who must perform the praises of the Peacock Spirit (traditionally, hymns and dances that focus on tripartite union of mind, body, and soul). The secondary casters can lend their voices, but they must be in perfect harmony.

As the chants reach their peak, and assuming the casters successfully perform the ritual, a burst of blue-green energy issues forth from the primary caster, engulfing the secondary casters. At this moment, the primary caster must decide whether to use the successful ritual to travel to the Temple of the Peacock Spirit or to infuse the energies into one of the secondary casters to grant them the viridian escape.

Temple Travel: If the primary caster chooses this option, he and all of the secondary casters are teleported, as if via word of recall, to the Temple of the Peacock Spirit. Characters unable to fit in that area are left behind, as chosen by the primary caster. A creature can benefit from this effect as many times as it participates in a successful ritual.

Viridian Escape: The imbued secondary caster can use word of recall once as a swift action. When she activates this ability, she vanishes in a puff of bright blue-green smoke and reappears at the location at which she was imbued with this effect. A creature can be granted the viridian escape only once in its lifetime.


RETIRED - Runelord of Altruism

"All present and accounted for." Shen says calmly. "Irritating puppies they are. We need to work on something to finish them off quicker in the future."

Int: 1d20 + 5 ⇒ (11) + 5 = 16
Int: 1d20 + 5 ⇒ (12) + 5 = 17 If I cast Foxes Cunning that gets me the extra +1 to pass.

After some serious study she finally figures out the purpose and methods of the Viridian Transcendence - although it is magic well out of her expertise.


Nime's hands move to different portions of her anatomy as if checking. "As far as I can tell, everything is still there," she says, concluding with both hands on her bottom.

"I was trying to send them back home, but they wouldn't go," she says with a pout.


ADVENTURE PATH COMPLETE

"They're pretty bad doggies," says Rudrik. He glances over Nime and says, "Looks like you're all there, but yeah, some healing magic is called for."


RETIRED - Runelord of Altruism

"Nime." Shenuska says, once she's finally deciphered the ritual. "I'm going to need your help on this one." She sits the undine down and explains the ritual. "I can do the technical side, but the... performance side of things is not my area. Can you lead that section?"


Nime actually looks uncomfortable at Shenuska's request.

"I'll try," she says look around nervously. "I've never sang when ... I mean this is important. I don't know if I'm good enough for this." She takes a deep breath and straightens her back. "I'll try my best."


ADVENTURE PATH COMPLETE

"Pff. You'll be fine," says Rudrik.


Nime looks down and her face takes on a purplish hint, indicative of a blush for the undine. She looks up suddenly.

"Oh, Rudrik. I forgot," she says as she quickly rises from where she and Shenuska had been conversing. She begins digging through the bag hanging from her pole-arm and from it pulls a pair of comfortable-looking leather boots. "I finished these for you," she says with a smile. "I know that they're not adamantine or anything like that, but ... "

She hands them over without another word. The boots are calf-height with strong straps to lace them tight. Just above the sole all the way around them is blue stitching that brings to mind the rushing of the wind.

"Try them on!" she says, clapping her hands together as her excitement builds.


ADVENTURE PATH COMPLETE

Rudrik accepts the boots and says, "You got me... new boots?" He leans against the nearby wall, slowly working his way down to the ground because the adamantine armor certainly isn't giving way as he moves to sit and remove his current soft-soled ankle-high trampers with the hidden lockpick set.

"I gotta try these on!" he says. "New boots! You know my ma only got me new boots three times in my whole life. I remember when I started growing up my feet were always cramped until the sides split out of my old boots and I used to have to haul around my dad's junk cart with my little toes wiggling out the sides!"

He pulls of his soft suede boots and puts them noiselessly to one side, then he unstraps the greaves from his armor so that he can more easily try on the new boots. With a salutory wiggle of his toes (one of which sticks out of his old, ratty sock), he slips on one boot and pulls it tight.

"Hey, the fit is really good! I have wide feet so usually it's kind of a gamble."

He pulls on the other boot.

"I didn't even have to struggle! It just slid right on!"

He hops back up and replaces the greaves, then moves about on the balls of his toes.

"These are comfy! Nime, thanks! They're so thoughtful!"

He rushes over to scoop the undine off the ground in a mighty hug, though after a few seconds he's mindful of the fact that he's easily crushing her against unyielding magical adamantine armor.

"I love it! They're great, just like you." The half-orc bounces eagerly on his toes, for a moment looking like a young boy who just received an unexpected birthday present. Which, in the moment, is essentially where he's at.


Nime claps her hands again and her grin widens even further at Rudrik's obvious enjoyment of her gift. When he embraces her, she blinks away the tears that threaten. She leans in close and whispers in his ear. "And if you'd really like them to do something special, just say, 'Tôi muốn bay'." She leans back and nods at him, prompting him to issue the command.

When he does, she laughs as he begins rising into the air. With a thought, vaporous wings form behind her back and she rises with him.

"Now you can fly as well," she says and the tears finally start flowing.


ADVENTURE PATH COMPLETE

Rudrik makes a little skipping motion and then a spinning dance move in the air. Then he rights himself again before he starts tipping over and spinning lazily in a circle like the first time he was subjected to flight magic.

"This is wonderful!" he says, taking Nime's hands and leading her in an approximation of a ballroom dance around the room. "Gives a whole new meaning to 'light on your feet'!"


RETIRED - Runelord of Altruism

Shenuska, on a break from her long work on the library, passes through the room and smiles at the sight of Rudrik and Nime dancing on air. She claps politely and then leaves them to their fun.


Intelligence: 1d20 + 5 + 4 ⇒ (15) + 5 + 4 = 24

At the end of another eight days of study and practice, Shenuska is able to master the viridian transcendence ritual. Now, whenever you are ready, you can travel to the Temple of the Peacock Spirit and take the fight to Runelord Xanderghul!

It is the cusp of the new year. Perhaps some celebrations are in order before you venture off on your latest quest?

Everybody has gained enough XP to reach level 12!


Nime's skill roll for the ritual.

Perform (sing) vs DC 30: 1d20 + 24 ⇒ (15) + 24 = 39


RETIRED - Runelord of Altruism

Foxes Cunning first for extra +1. May need a lot of aid...
Knw Arcana: 1d20 + 22 + 1 ⇒ (13) + 22 + 1 = 36
Knw Arcana: 1d20 + 22 + 1 ⇒ (8) + 22 + 1 = 31
Knw Planes: 1d20 + 15 + 1 ⇒ (12) + 15 + 1 = 28
Knw Religion: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21 Don't think this will do it...

Knw Arcana: 1d20 + 22 + 1 ⇒ (3) + 22 + 1 = 26
Knw Arcana: 1d20 + 22 + 1 ⇒ (9) + 22 + 1 = 32
Knw Planes: 1d20 + 15 + 1 ⇒ (5) + 15 + 1 = 21
Knw Religion: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31

Knw Arcana: 1d20 + 22 + 1 ⇒ (14) + 22 + 1 = 37
Knw Arcana: 1d20 + 22 + 1 ⇒ (18) + 22 + 1 = 41
Knw Planes: 1d20 + 15 + 1 ⇒ (13) + 15 + 1 = 29
Knw Religion: 1d20 + 15 + 1 ⇒ (15) + 15 + 1 = 31


You need to make 4 Perform checks as part of the ritual, Nime. I'll roll for you.

Perform: 1d20 + 24 ⇒ (17) + 24 = 411d20 + 24 ⇒ (16) + 24 = 401d20 + 24 ⇒ (9) + 24 = 33

Since you succeeded on all of those, you made at least half the checks and such you succeed.

Once you have made all of your preparations, you gather in a circle. Shenuska draws the symbol of the Peacock Spirit on the floor and performs the ritualistic praises of the Peacock Spirit. Nime lends her voice to the chant, the undine singing in perfrect harmony.

As the chant reaches its peak, a burst of blue-green energy issues forth from Shenuska, engulfing all of you. Once it fades, you find you have been transported somewhere else..

Large alcoves to the north and south of this circular room are decorated with large painted carvings of a vibrantly colored peacock feather with a stylized blue eye open in the center. An archway in one wall provides access to a short hallway beyond. A line of script is carved into the archway’s top. The runes carved into the archway read, “Disciples of the Peacock Spirit Welcome” in Thassilonian.


Nime looks at the runes for a moment before turning to Shenuska questioningly. Once the meaning is explained to her she nods and smiles. "Well at least were in the right place."

She pauses and frowns for a moment.

"Unless there are two peacock temples in the world?" she questions. She thinks about it for a moment before shaking her head. "It doesn't matter. We have to assume we are in the right place." Her eyes widen. "Do you suppose they have any actual peacocks here? I've read about them, but I've never seen a real one. They're so pretty - at least the males are. Which is strange when you think about it, but not really. Males of most species seem to have the more fragile ego and the need to demonstrate their suitability as a mate far more than most females."

She looks around at the others.

"What are we waiting for? We should be exploring."


ADVENTURE PATH COMPLETE

"One sec," says Rudrik. He keeps his sword sheathed as he advances cautiously toward the archway and gives the runic writing the once-over.

Perception (find traps): 1d20 + 18 ⇒ (17) + 18 = 35


RETIRED - Runelord of Altruism

"I think its because the females produce the offspring - the males can't. So they have to make themselves attractive. Rather ironic really." Shenuska appears to be appreciating the irony.

She looks around the room carefully. "Nothing much here I imagine. Let's move carefully. We want to find the shrines as soon as we can."


Rudrik discovers a trap on the archway leading out of this area that would place a curse anybody who doesn’t worship the Peacock Spirit that passes through it.


ADVENTURE PATH COMPLETE

"Hold up. So... yeah, there's a curse here, designed to catch people just like us! I can try to muddle up the arcane magic, or one of you fine magicians can take a crack at it," says the half-orc, gesturing to the warded archway.


RETIRED - Runelord of Altruism

"After you." Shen replies languidly. "We have time, we might as well use it."


Nime puts her hands on Shenuska's shoulders from behind as she looks over the woman to observe Rudrik.

"Oh, I love watching him work," she says in anticipation. "His hands are so skilled."


ADVENTURE PATH COMPLETE

Rudrik removes his adamantine gauntlets and withdraws his thieves' tools. He takes out a sliding monocle for close inspection of the runes, and carefully scrapes off a tiny bit of the dye in the engraving, which he examines. Nodding to himself he then applies a strange astringent powder to the runes and brushes it carefully with a soft brush that looks rather like a makeup brush.

"You might wanna hold your breath for a few seconds. If you inhale this dust it'll give you a cough for the better part of an hour."

Disable Device: 1d20 + 19 ⇒ (19) + 19 = 38


Rudrik expertly disables the trap! The archway is now safe to pass through.

Short on time, will tell you what’s on the other side in the morning. :)


A handful of statues, ranging from lifelike depictions of humanoids to stylized renditions of peacocks, are scattered around the chamber on the other side of the archway. The domed ceiling forty feet above is supported by eight stone pillars.

A pair of medusas are stationed here, keeping guard. When they see you , the snakes that make up their hair hiss in anger, and the medusas raise their bows, nocking glowing arrows!

Initiative:
Nime: 1d20 - 1 ⇒ (13) - 1 = 12
Rudrik: 1d20 + 4 ⇒ (16) + 4 = 20
Shenuska: 1d20 + 3 ⇒ (19) + 3 = 22
Theodric: 1d20 + 5 ⇒ (11) + 5 = 16
Medusas: 1d20 + 11 ⇒ (16) + 11 = 27

The medusas fire on Rudrik!

Longbow, Rapid Shot, Favored Enemy: 1d20 + 18 ⇒ (16) + 18 = 341d20 + 18 ⇒ (15) + 18 = 331d20 + 13 ⇒ (12) + 13 = 251d20 + 13 ⇒ (18) + 13 = 311d20 + 8 ⇒ (12) + 8 = 20
Damage: 1d8 + 4 - 3 ⇒ (3) + 4 - 3 = 41d8 + 4 - 3 ⇒ (4) + 4 - 3 = 51d8 + 4 - 3 ⇒ (5) + 4 - 3 = 6

15 damage to Rudrik after DR. Everybody may act! Map updated.

The medusas have gaze attacks. Anybody within 30 feet that meets their gaze must make a DC 17 Fortitude save for each medusa or be turned to stone! You may avert or close your eyes as usual.


ADVENTURE PATH COMPLETE

DM, I see five total attacks (34, 33, 25, 31, 20), of which two would hit my AC 32 (34, 33). (Remember that due to Uncanny Dodge, Rudrik can't be caught flat-footed, even at the start of combat.) But there are three damage rolls. Is something missing?


I forgot about uncanny dodge. Please disregard the third damage roll, so only 9 damage.


RETIRED - Runelord of Altruism

Shenuska, who was just too slow, thrusts her mind at the nearest Medusa in a brutal assault.

MT 5: 12d8 ⇒ (2, 6, 3, 7, 7, 3, 4, 7, 5, 6, 3, 8) = 61 and exhausted. Will DC21 to halve damage and be fatigued instead.


ADVENTURE PATH COMPLETE

Rudrik winces at the arrows spanging off his armor and moves, perhaps foolishly, to engage the medusae.

Fort save: 1d20 + 9 ⇒ (6) + 9 = 15

Definitely foolishly.

He suddenly pauses, and then becomes very stiff. And not in a good way.


Nime's expression transforms when she sees Rudrik freeze in place as he turns to stone. Her head snaps around to take in the two archers.

Without another thought, she brings her hands together in a loud clap that's echoed with a huge thunderclap centered on the medusae.

Thunderburst Damage: 12d6 ⇒ (3, 1, 3, 5, 3, 1, 2, 2, 3, 3, 6, 4) = 36 bludgeoning damage

DC 24 Fortitude save for half damage and to avoid deafness for 1 hour.


Will: 1d20 + 10 ⇒ (15) + 10 = 25
Fortitude: 1d20 + 11 ⇒ (17) + 11 = 281d20 + 11 ⇒ (11) + 11 = 22
Empowered Fireball: 10d6 + 10 + 20 ⇒ (5, 4, 6, 2, 6, 1, 4, 4, 3, 6) + 10 + 20 = 71
Reflex: 1d20 + 15 ⇒ (19) + 15 = 341d20 + 15 ⇒ (3) + 15 = 18

As Rudrik turns to stone, you assault the medusas with psychic power, thunder, and fire! One of the women resists all of your attacks, though she is still badly wounded. The second one is worse off, barely standing after taking the full brunt of Nime's thunderclap and Theo's fireball.

"I'LL GET HELP!" she shouts too loudly, deafened by the thunder. She makes a break for the exit while the other one stands her ground, stepping closer to bring the rest of you in range of her petrifying gaze and firing upon Theo.

Longbow, FE, Fatigue: 1d20 + 17 ⇒ (7) + 17 = 241d20 + 17 ⇒ (3) + 17 = 201d20 + 12 ⇒ (16) + 12 = 281d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d8 + 4 ⇒ (1) + 4 = 51d8 + 4 ⇒ (3) + 4 = 71d8 + 4 ⇒ (3) + 4 = 7

19 damage to Theo. Everybody may act! Don't forget to mention how you are dealing with the gaze attack.

Enemy Status:
Red Medusa -83, Yellow Medusa -107


RETIRED - Runelord of Altruism

Fort: 1d20 + 7 ⇒ (10) + 7 = 17

Shenuska meets the medusas gaze squarely before blasting the fleeing creature with a burst of powerful magic missiles.

MM, focused: 5d6 + 5 ⇒ (3, 1, 1, 3, 5) + 5 = 18


Male Human Sorcerer 10/Dragon Disciple 10 | HP 137/272 | AC 39 T 16 FF 36 | Fort +20 Ref +14 Will +15 | Initiative +8 | Perception +25 | Sense Motive +0

Relying on his magic's lack of need for precision aim, Theo unleashed another fireball at the remaining medusa, though without the rod this time.

Averting gaze

Fireball: 10d6 + 10 ⇒ (1, 6, 3, 5, 4, 1, 6, 5, 3, 6) + 10 = 50


Avert Gaze: 1d100 ⇒ 32
Reflex: 1d20 + 14 ⇒ (6) + 14 = 20

Shenuska snipes the fleeing medusa, then Theo finishes off the other one with his fireball!

Each medusa has: +1 studded leather, +1 seeking longbow, cloak of resistance +1, ring of protection +1.


When the last archer falls, Nime runs awkwardly to where the statue bearing the likeness of Rudrik stands. One hand reaches out to stroke his face. "Shenuska?" she questions in a plaintive voice without turning to the psychic.


RETIRED - Runelord of Altruism

Shenuska strides over and stands in front of the statue. She stares almost as intently as the medusa did and the stone simply melts away, leaving flesh and blood behind.

Break Enchantment. Aren't you glad I picked it up? :P


ADVENTURE PATH COMPLETE
PRD wrote:
For each such effect, you make a caster level check (1d20 + caster level, maximum +15) against a DC of 11 + caster level of the effect.


Shenuska Caster Level: 1d20 + 11 ⇒ (13) + 11 = 24

Shenuska’s spell is successful! Rudrik is restored to flesh.


ADVENTURE PATH COMPLETE

The half-orc falls limply (not in a good way) to a clattering heap on the ground, dead.


Nime rushes forward and does her best to roll Rudrik onto his back. She closes her eyes and gives a solemn prayer to Shelyn. At the conclusion of the prayer she opens her eyes and looks down on her friend with caring.

"I hope you can forgive me," she says with a trace of sadness, before leaning down at pressing her lips against the half-orc's. She stays there until she feels the warmth of life begin spreading through his flesh. She then pulls away.

Breath of Life: 5d8 + 12 ⇒ (1, 7, 6, 4, 7) + 12 = 37 HP of healing


ADVENTURE PATH COMPLETE

Rudrik is still for a bit, then groans and rolls side to side a few times. Finally he gets his hands behind him and pushes himself up into a sitting position. He raises the visor on his helm and says, "I had the weirdest dream, and you were all there..."


Nime laughs and sniffles at the same time as she pulls Rudrik in for a tight hug, ignoring his heavy armor as she shakes with either laughter or sobs - it's hard to tell which.

"As long as it wasn't about changing time," she says, leaning back and wiping her arm across her eyes and nose. "Because I think we've had about enough of that." She gives a hiccupy laugh and helps him to his feet.


RETIRED - Runelord of Altruism

"We got to you quick enough thankfully." Shenuska says. "I don't know what we'd do without our resident punching bag, at least before the golem is ready..." She smiles to show she doesn't mean the barn before going to check on the medusas and their gear.


As you emerge from the guard post, you see that two ten-foot-diameter pools of sparkling blue water sit before the entrance. The stone building is set into a cliff. To the north, a grassy valley opens up, its borders defined by imposing sheer cliffs that are well over a thousand feet tall.

Shenuska notices a box hidden under some rocks at the bottom of the eastern pool. Within is a lesser reach metamagic rod.


ADVENTURE PATH COMPLETE
Nime wrote:

Nime laughs and sniffles at the same time as she pulls Rudrik in for a tight hug, ignoring his heavy armor as she shakes with either laughter or sobs - it's hard to tell which.

"As long as it wasn't about changing time," she says, leaning back and wiping her arm across her eyes and nose. "Because I think we've had about enough of that." She gives a hiccupy laugh and helps him to his feet.

Rudrik returns Nime's hug and says, "Naw, there's no time to be talking about time." With his friends' help he's able to get back to his feet, though he is somewhat woozy.

"Feels like I've been on a five-day bender. Hope this clears up soon."


"I don't like those cliffs," Nime says with a frown as they exit the small building. "They block all the wind. The air just feels dead here - no life at all."

Seeing that there looks like a long walk ahead of them down the valley, she takes a firm grip on her walking-glaive and gets to it.

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