DM Delmoth's Planescape (Inactive)

Game Master Delmoth

Treasure Tracking

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NPCs and other fluff

Planewalker's Handbook


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Wrath Maps

Among the corpses you find still usable: a masterwork light mace, a masterwork scale mail, 5 greataxes, a pile of melted gold, silver, and copper worth 60 gold.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Akrynn lastly closes and locks the door. He finishes his watch; then he sleeps.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Vaascht returns and takes his watch, then sleeps and wakes early to prepare spells for the morning's work, if he finds some time to sit with Nik he offers Imogen's (now his) spellbook for any spells he might find interesting, meaning to perhaps look through Niks when they find some more time.

from what I can tell, I don't need any special tests to use Imogens book to prepare spells? If not, I'll prep shield and shocking grasp again


Wrath Maps

You rest fitfully as the ever present light of the plane seeps in at every opportunity. But are otherwise undisturbed.


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

Nik only needs one extra hour of rest after the interruption and happily let's Vaascht look at his book while taking a peek at the late Imogen's.

Spells for the new day!:

Supernatural Abilities
. 7/7 Power Over Undead (30' burst; DC 15 will)
. (1 at a time) Corpse Companion

Spell-like Abilities
. 7/7 Bolster (Undead) (+1 profane on attacks and saves; 1 temp hp/HD; +2 turn resistance; 1 round duration)
. 1/1 Pyrotechnics (DC 14)

Spells Prepared:
. 1st (3+1/day) Repair Undead (S), Grease (DC 15), Infernal Healing [x2]
. cantrips (at will) Acid Splash, Detect Magic, Prestidigitation, Spark


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Using every slot for Cure light wounds...lol.

cure light wounds x2: 2d8 + 4 ⇒ (8, 7) + 4 = 19

Akrynn offers his last remaining Cure light wounds to whomever needs it.
Whomever needs it; roll yourself.


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

too bad our sleep was interrupted, otherwise we'd all get +2hp before magic...

Seeing Akrynn heal himself, Nik remembers Jek's wounds from the bump in the night.
"Hey Jek, get well soon, heh." Nik casts Infernal Healing on Jek, whose burnt bruises begin rapidly mending.

Spells etc:

before this post

Supernatural Abilities
. 7/7 Power Over Undead (30' burst; DC 15 will)
. (1 at a time) Corpse Companion

Spell-like Abilities
. 7/7 Bolster (Undead) (+1 profane on attacks and saves; 1 temp hp/HD; +2 turn resistance; 1 round duration)
. 1/1 Pyrotechnics (DC 14)

Spells Prepared:
. 1st (3+1/day) Repair Undead (S), Grease (DC 15), Infernal Healing [x2]
. cantrips (at will) Acid Splash, Detect Magic, Prestidigitation, Spark


Schrodinger's Catgirl Oracle 10 | Init +4 | AC 23 T15 FF19 | HP 73/73 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+12 DV, SiD | Spells: 5: 2/3 4: 5/6, 3: 7/7 2: 5/7, 1:7/7

Rinika pats Jek for a job well done before heading to a fitful sleep. Waking up in the morning, though, she feels much better.


Wrath Maps

so spending another 24 hours on a plane that will kill you in a round?


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Seeing the rest of the group roused and prepared for the day, Vaascht stretches and speaks, "With the battles yesterday and last night, I am thinking there can't be that many hobgoblins left in their complex, I say we strike before reinforcements arrive, hopefully we can find the key out in there."

and hopefully find that Shadowknave and shove a yard of steel through his guts


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CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

"Sounds good to me. Maybe someone besides Skellington can open the door this time. Or we can try to be fire-cats and smash it. Actually, why don't we just have him smash the door open while we watch? It's waaay too hot for hard labor."


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:
DM_Delmoth wrote:
so spending another 24 hours on a plane that will kill you in a round?

Are you referring to the environment or the possible enemy?


Wrath Maps

The environment. If whatever is keeping the fire out fails, you're looking at a DC 25 Fort save to avoid 20d6 fire damage, 10d6 on a successful save. Creatures with fire resistance just take 10d6 each round. Edited to be more in line with Pathfinder rules.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

It's better sooner, than later--I suppose. But I am depleted of spells for this run.


CG Male Bariaur | Cav 9 Brwl 1 | HP 94/94 | AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13, CMD 30| Fort +12 Ref +10 Will +6| Init +2 | Perception +14 | Speed 85' | Conditions:
Fleet Standard:
Allies within 60' gain +5' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/3; Tactician 1/3; Martial Flexibility 4/4

Jek once again begins organizing the loot into bundles.

"Anyone know if any of these new items are magical?"

He notices a small unopened lead box and takes a look at the contents.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Akrynn traces a Rune of Detect Magic.


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Wrath Maps

Arkynn detects no magical auras. I'll generally call out what items are magical so long as the party has the means to identify them. I don't want to keep track of your inventory other than to keep you at pace for your level. Except for the occasional cursed item. There still will be reasons to cast detect magic as an investigative tool.

There are three conventional paths before you: Through the doors near the tower, stairs downward after a short hallway near the tower, and the doors near the hallway dressed up to be scary, near where you fought the first group of hobgoblins.


Wrath Maps

There is nothing in the lead box either.


CG Male Bariaur | Cav 9 Brwl 1 | HP 94/94 | AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13, CMD 30| Fort +12 Ref +10 Will +6| Init +2 | Perception +14 | Speed 85' | Conditions:
Fleet Standard:
Allies within 60' gain +5' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/3; Tactician 1/3; Martial Flexibility 4/4

Jek gathers the captured guards.

"Will you be ok if we leave you here? What's holding the fire back, and how do we make sure we don't mess that up?"


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

Don't you get a third spell, Akrynn?
@Jek, you should have 10 more HP from Infernal Healing :3

"Once we're done with the interrogation, I vote we go behind the scary doors. Oh, and Skellington? Leer at the guards for a minute."

Intimidate (aid another? :3): 1d20 + 2 ⇒ (10) + 2 = 12

Spells etc:

before this post
slightly retconned, Grease & Infernal Healing -> Warp Sense x2; because oops :3

Supernatural Abilities
. 7/7 Power Over Undead (30' burst; DC 15 will)
. (1 at a time) Corpse Companion

Spell-like Abilities
. 7/7 Bolster (Undead) (+1 profane on attacks and saves; 1 temp hp/HD; +2 turn resistance; 1 round duration)
. 1/1 Pyrotechnics (DC 14)

Spells Prepared:
. 1st (3+1/day) Repair Undead (S), Infernal Healing, Warp Sense [x2]
. cantrips (at will) Acid Splash, Detect Magic, Prestidigitation, Spark


Wrath Maps

A look of horror draws on the guard's face as Jek asks the question, "I don't know the dark of it. Green Marvant set it all up. We have to get out of here. There's a portal to the Lower Ward on one of the balista platforms. Only the spellslingers could use and only if Marvent gave them a piece of vellum with writing on it I couldn't read what it said, even though I sneaked a peak.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

That 3rd spell is a Cure light wounds for whomever needs it.


Wrath Maps

Skellington Reflex: 1d20 + 2 ⇒ (11) + 2 = 13
Sonic: 1d8 ⇒ 2

Skellington opens the scary door and a booming voice issues throughout the citadel, FOOL! NOW YOU SHALL RECEIVE THE PUNISHMENT YOU DESERVE! ADVANCE TO THE HALL OF JUDGEMENT!" Skellington's bones begin to shatter at the sound. Skellington does as he's told and finishes opening the door to reveal the room beyond. The walls are covered by dark tapestries or arrases. A throne of black stone rests on a dias at the room's far end. Smoking braziers stand at either side of the throne. A table sits awkwardly near one of the arrases where six others have been stowed, four tables remain near the middle of the chamber.

Other than tables the alcoves contain: 6 barrels of salted meat, 35 sacks of grain, 4 sides of curing beef, a keg of nails, 4 50ft coils of rope, and 4 kegs of weak ale. Two sets of doors lead "north" while a single door leads "south".


Ht1: 57/57 HP; 14 AC | St6: 52/52 HP; 14 AC | GM: 4/7 HP; 14 AC | SK: 7/7 HP; 14 AC | St7: 7/7 HP; 20 AC; 5b | St8: 7/7 HP; 20 AC; 5b | St10: 7/7 HP; 20 AC; 5b | conditons: grappled by Web (GM, S7, S10)

Skellington's bones show small black fissures at first, but they soon turn red with the goo he's covered in and eventually white again.

2 rounds to heal that... sure beats an hour o.o;


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

geez, a 3/8 chance of no more Skellington for entirely too long D:

Nik mutters as he turns to the others "fool indeed...
Hey, any of you ever see a shambler follow someone else's orders? We should be careful in here."

Nik casts Detect Magic and walks into the room, paying extra attention to the door on one side and the double doors on the other.


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

"Lovely..." Vaascht mutters at the trap and threatening voice as he moves with the group into the complex, yet he can't help but grin in anticipation as he draws his new blade as he walks in.


Wrath Maps

Other than the furnishings and the stores the room appears empty. Nik only detects a lingering abjuration aura near the door. Likely from the trap.


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

"Looks safe from magic traps. Double or single?" Nik asks as he turns to the others.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

The Patryn looks around for a curtain.


Wrath Maps

No curtains found, but Arkynn finds plenty of arrases.


Schrodinger's Catgirl Oracle 10 | Init +4 | AC 23 T15 FF19 | HP 73/73 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+12 DV, SiD | Spells: 5: 2/3 4: 5/6, 3: 7/7 2: 5/7, 1:7/7

Rinika searches the doors for regular traps.

perception: 1d20 + 4 ⇒ (12) + 4 = 16

She also examines one of the dark tapestries for its suitability as a makeshift cloak and hood.


Wrath Maps

Rinika doesn't find any traps but she does hear someone humming beyond the single door to the "north."


CG Male Bariaur | Cav 9 Brwl 1 | HP 94/94 | AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13, CMD 30| Fort +12 Ref +10 Will +6| Init +2 | Perception +14 | Speed 85' | Conditions:
Fleet Standard:
Allies within 60' gain +5' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/3; Tactician 1/3; Martial Flexibility 4/4

Jek comforts the captured guards as best he can. He loads them up with rations, weighs them down with several layers of unnecessary but very sellable armor, and instructs them to stay a room or two behind the group so they can both be protected and not left behind.

Jek walks with the group through the scary doors.

"Hall of Judgement, eh? Is this where they met their gods?"

He heads towards the South door and quietly waves Skellington over to open it.


Schrodinger's Catgirl Oracle 10 | Init +4 | AC 23 T15 FF19 | HP 73/73 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+12 DV, SiD | Spells: 5: 2/3 4: 5/6, 3: 7/7 2: 5/7, 1:7/7

Rinika flaps her paw likes someone talking and quietly points to the door with the humming.


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

"Jek, Rinika's pointing towards the other one. I think she found something. Skellington, open the door next to Rinika. Attack anything that attacks...
any of us."
Nik adds finally, gesturing to his new team.


CG Male Bariaur | Cav 9 Brwl 1 | HP 94/94 | AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13, CMD 30| Fort +12 Ref +10 Will +6| Init +2 | Perception +14 | Speed 85' | Conditions:
Fleet Standard:
Allies within 60' gain +5' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/3; Tactician 1/3; Martial Flexibility 4/4

Jek follows Skellington over to the North door and readies his spear.


Ht1: 57/57 HP; 14 AC | St6: 52/52 HP; 14 AC | GM: 4/7 HP; 14 AC | SK: 7/7 HP; 14 AC | St7: 7/7 HP; 20 AC; 5b | St8: 7/7 HP; 20 AC; 5b | St10: 7/7 HP; 20 AC; 5b | conditons: grappled by Web (GM, S7, S10)

The bloody skeleton once again puts away the axe to free a hand to open the door.
Nik wonders whether or not this is a good thing this time.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Akrynn readies for a confrontation.


Wrath Maps

Skellington opens the door and finds a single female goblin in a chef’s hat cooking some sort of stew at a hearth. The rest of the room has dirty pots and dishes arrayed all over with mysterious stains on the floors, walls, and ceilings. She makes a shooing motion at Skellington and closes the door on its face.

Goblin:
"Go way! Nummies not ready. Missed last meal that’s how get hungry! Mambo had to eat last stew all by self.”


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Need to learn goblin. Next?


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

"I think someone mentioned a goblin chef...
Think we'll need rope?"

or a more good aligned person might care to evacuate the gobbo


CG Male Bariaur | Cav 9 Brwl 1 | HP 94/94 | AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13, CMD 30| Fort +12 Ref +10 Will +6| Init +2 | Perception +14 | Speed 85' | Conditions:
Fleet Standard:
Allies within 60' gain +5' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/3; Tactician 1/3; Martial Flexibility 4/4

"She seems busy, and we don't really need anything from a kitchen."

Jek thinks on it a little longer and yells through the door:

"We're not sure how long the fire plane protection will last. We're trying to get out of here. You're welcome to come with."

"South door?"


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Vaascht cocks his head to one side and the goblin chef, then just shrugs and prepares to move on. She didn't seem to be a threat and getting other folks out of this place alive was only a minor goal in his eyes.


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Schrodinger's Catgirl Oracle 10 | Init +4 | AC 23 T15 FF19 | HP 73/73 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+12 DV, SiD | Spells: 5: 2/3 4: 5/6, 3: 7/7 2: 5/7, 1:7/7

"That smelled good though. Let's come back if we have time."


Male Githzerai Magus [Kensai] 3| HP 15/20 | Init +5, Senses Darkvision (60') Perception +2 | AC 17/17/10 (+3 Dex, +4 Dodge) Fort +4, Ref +5, Will +3, SR: 9 |
Use /Day:
| Arcane Pool 5/6 | Demoralize 1/1 | Spells: 0th: Dancing Lights, Detect Magic, Light, Read Magic 1st: Color Spray, Shield, Shocking Grasp
Condition:

Vaascht just groans and shakes his head, smiling thinly.


CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

there is no south ;p

"Skellington, open the double doors."


Wrath Maps

Skellington feels the tug of the Negative Energy Plane and does as Jek suggests and opens the single door there. His eye holes well up with blood and tears himself away from that door and does as his master suggest and opens the double doors in the opposite direction.

To the NEP you find a military style bunk room with over a dozen bunks and heavy footlockers lining the walls. An equipment rack sits in the center of the room. Three arrow slits look out and over the raging fires outside. Lurid orange light blazes through the slits. A set of throwing dice sit in one corner. The equipment rack has been picked clean but in the footlockers you find 3 sets of cloaks emblazoned with a lidless eye, 78 gold, 155 silver, 229 copper, a pair of leather gloves, an alkali flask, a wedge of half eaten cheese, and a page torn from a spellbook containing the spell Chill Touch.

Behind the PEP double doors a set of wide, red marble stairs climbs steeply upwards toward another set of larger double doors on an upper landing. The stairs ascend in three 20 foot flights, the ceiling is a high pointed arch 25 feet overhead. Several doors can be seen at the landings of the stairway and a pair of leering gargoyles occupy the middle landing.


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CN Male Peri-blooded Aasimar | Necromancer 11 | HP 79/79 | AC 18, TCH 15, FF 15 | CMB 6, CMD 21 | Fort +8 Ref +9 Will +9 | Init +7, Perc +10; Darkvision 60' | Speed 30' | Spells etc | ammo 48/48(S/CI) | Conditions: Deathwatch (CL1)

"I guess we just go up the stairs?" Nik suggests before checking behind the many arrases for alternatives.


CG Male Bariaur | Cav 9 Brwl 1 | HP 94/94 | AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13, CMD 30| Fort +12 Ref +10 Will +6| Init +2 | Perception +14 | Speed 85' | Conditions:
Fleet Standard:
Allies within 60' gain +5' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/3; Tactician 1/3; Martial Flexibility 4/4

Jek rounds up the materials in the NEP room and returns to the kitchen door opening it slightly.

"Sorry to bother you again, but we're moving on. It looks like one of the guards took this from your kitchen"

Jek reaches in to place the half-eaten cheese wedge on a counter.

"If you happen to finish the stew before the fire plane collapses in on us, my friend would love to try some."


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Schrodinger's Catgirl Oracle 10 | Init +4 | AC 23 T15 FF19 | HP 73/73 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+12 DV, SiD | Spells: 5: 2/3 4: 5/6, 3: 7/7 2: 5/7, 1:7/7

Rinika waves at the goblin through the door with her brand new pair of leather gloves. Something catches her attention - these gloves won't do at all! As she examines them, she extends he claws, punching through the soft leather at the tips. She nods in satisfaction and continues on her way.

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