The River Kingdom's Shadow (Inactive)

Game Master Mythicman19

Click me for the Map!

campaign info

organizations in Thornkeep:

-Blue Bassilisks; Group of mercenaries in town. run by Mirashi Verlon
-Baron Tervin Blackshield; ruler of Thornkeep.
-Goldenfire Order; local mages guild, based and led at the Goldenfire Tower
-Shrine of Battle; Temple to Gorum.
-House of the River Lord; Temple to Hasnpur.

traders in town:

-Greenforest Inn; A cozy and smaller inn within Thornkeep run by Shandar Tulman, with bartenders Vess and Edders.
-The Thirsty Ogre; a very rough and tumble bar.
-Thornkeep Mercantile; General store in the town, largest business in town
-Echowood Arms; Bladesmith in town.
-Igmar Dusthelm's; local armorer in town.
-Serianna's Livery Stable; stable and liver in town run by a beautiful yet intimidating woman named;Serianna Naal. Bob's horse is here.

Quests and Jobs taken:

-Cornelius has hired the group to look into the ruins under the town.

Unclaimed loot found/recieved:


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M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg

"Yeah, let's continue for a bit. I feel ready for another near-death experience, folks."

Stealth: 1d20 + 4 ⇒ (5) + 4 = 9
Perception: 1d20 + 4 ⇒ (19) + 4 = 23


You both sneak forward Atar noticeably less so. You see down the hall way a dark room. It looks L shaped and large, filled with knee deep, pale purple mist. Beneath the mist is a floor of small, glossy black blocks, noticeably different from the flagstone elsewhere in the dungeon. A stone archway is barely visible by the light of magical fire to the west.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Oh, hells. I hope it isn't another shadow room.

The floor looks different than the other room, so it probably summons fire elementals or something. I've a bad feeling about this."

Crreping closer, Bob peers around carefully, then prods the floor in front of him, looking for pressure plates.

Stealth: 1d20 + 7 ⇒ (12) + 7 = 19
Perception: 1d20 + 7 ⇒ (6) + 7 = 13


F Undine [ HP: 20/20 | AC: 17 (TAC: 15, FFAC: 12) | CMB: +2, CMD: 15 | Fort: +5, Ref: +6, Will: +1 | Init: +3 | Perception +6 ] Water Dancer UnMonk 2 [ Speed 30 ft | Hydrated Vitality: 1/1 | Nereid Fascination: 1/1 | Burn: 2/5 | Waveblade +5/1d6; Unarmed Strike +5/1d6; Water Blast +5/1d6+1+2 | Active conditions: 1 str damage ]

"Why does everything in here have to be so strange?" Immana complains as she approaches the doorway and looks around.

perception: 1d20 + 6 ⇒ (13) + 6 = 19


Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2

Great more black...just what we needed. Still weak from the shrubs and now this. What the f&$+ is this place?

Trakas moves forward scanning the area...
Perception: 1d20 + 6 ⇒ (12) + 6 = 18


You notice no traps as you looks around though the three of you do notice a purple gem in the middle of the room lying on the floor. Nothing happens as you poke at the floor looking into this dark room.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Yeah, right... There hasn't been any loot in this dungeon so far. We're supposed to believe that gem is just sitting there? Let's pass it by and see if we can get it on the way out."

Bob will take a quick step into the room, then jump back. If nothing happens, he will again dash across the room to the exit on the other side.


M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg

"What if we try shooting something at the gem before we move in? Perhaps that can trigger it, if it's trapped?"

Atar looks up, half-expecting the beasts from before to be readying a surprise attack.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Bob shrugs. "Can't hurt, right?"

He takes out a blunt arrow and shoots at the gem.
Bow: 1d20 + 7 ⇒ (10) + 7 = 17


You fart in then back out, wisps of mist moving and shifting as you do, nothing happens. You then shoot the arrow at the gem, which hits it causing it to skitter across the floor and hit the wall, nothing really changes though you do notice the mists become a little more violet that side and your side a little more white.


Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2

Trakas lifts one hand and speaks a few arcane words. His fingers leave wakes of magical energy as he traces unseen symbol in the air.

The Magus points at the gem and directs it to the side. He watches the mist trying to judge if the violet mist is following or if it is being stirred up by the movement of the gem.
Casting Mage hand

At some point he lifts it up into the air to again watch the mist.
Who want the gem?


As you lift it up, the mist shifts slightly as the violet color dulls in the room. Nothing happens as it comes off the ground via the magic hand.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Eyeing the room warily, Bob comments. "You got it out, Trakas, you may as well hold onto it for now. Maybe we actually will get some loot from here, though I suppose we'll have to check with the mayor and Cornelius before selling it."

In the absence of anything bad happening, Bob will continue his plan to dart across to the other entrance of the room.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

Watching the rock fall into Trakas' hands, he wonders, Is it magical?

Brightberry casts detect magic and focuses on the gem. If nothing, he will then sweep it around the room.

The two shrubberies will wait to see a couple of the mammals make it safely across the room, and then move to join them.


As you run across the mist swirls and after a few seconds of running through bob you almost make it through before you see rise up from the mist a fry like creature with black eyes made of mist, and cloud. Make a will save.

Will save 11:

cold damage: 2d6 ⇒ (6, 1) = 7
On fail shaken for 1hour.

Brightberry you detect no magic on the stone, though in the room you do detect magic and it is a faint aura.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Will: 1d20 + 2 ⇒ (4) + 2 = 6 (+2 vs. Charm)

Dice apparently hate all of my characters today

Bob start shivering uncontrollably as a sudden blast of cold washes over him.


Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2

Trakas sees the creature pop and tries to yell a warning as he advances.Bob...
He rushes in and swings his blade at the creature.
Attack w/PA: 1d20 + 5 - 1 ⇒ (16) + 5 - 1 = 20
Damage w/PA and Elec damage: 1d10 + 3 + 2 ⇒ (10) + 3 + 2 = 151d6 ⇒ 2
The shocking grasp spell will discharge...if I hit it that is.


The rest of you see a Bob shiver as he almost gets across. His normal complexion turning white. But nothing else seems different.

you can keep the spell Trakas.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Is the mist creature still visible?

Bob backs away, still shivering. Through teeth clenched to get them to stop chattering, he warns, "Something appeared... mist... maybe time... leave? come back... tomorrow"


M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg

Atar jumps to Bob's side, confused. "Hey, buddy, you alright? What did you see? Was it one of those shadow things? Brightberry, do you see anything special? Like, magic special?"


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

Brightberry will concentrate, outside of the room, on the faint aura. "Ummm. Some kinds of magic special. Not sure what. Give me a minute."


The mist creatures disappears as quickly as it came, vanishing into wisps.
Atar as you come in and begin to talk to bob you see a creature begin to form from the mist, with fiendish horns and claws. It stares at you with dark sockets. Though just like before only you see this everyone else seeing Atar look at what appears to be plain mist.

Will Save 11 on fail.:

Cold Damage: 2d6 ⇒ (2, 5) = 7
You are also shaken for 1 hour.

And just as quick as it appears it vanishes to you Atar.


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M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg

Will save, charmed life: 1d20 + 3 ⇒ (13) + 3 = 16

Atar raises his head before Bob can reply and blinks. "Dad? Wait…no, uncle? Nana?" Once the image disappears, he shakes his head and says to no one in particular. "If you're going to try and scare me with someone from the family, you could at least get the horns right. Totally not believable."

The tiefling looks around the room, trying to see if the image he saw came from any specific point.

perception: 1d20 + 4 ⇒ (9) + 4 = 13


You look around to find the source of the trap but it eludes you for the moment the mist obscuring the room.


Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2

Something appeared? Dad? What the f!+# are you two about?


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Still chattering, and darting his bow in every direction inside of the mist, Bob tries to explain.

"I saw a fey creature... I'm sure of it... Blasted me with cold and disappeared...."

He looks paranoid and fearful, "It's still out there in the mist, I know it, ready to drag me back...."


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

unsure of map situation.

Brightberry looks to Redleaf and neither of them seem to have anything to offer. It seems that the thing to do is move across this room. Brightberry and Redleaf will follow.

Did I not learn anything else about this magical aura? I would have like to have continued to study it for a couple of rounds before my above action takes place.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt
Brightberry wrote:
unsure of map situation.

I am honestly unsure as well. Based on the actions being taken, we should all be gathered near the entrance of the black room. Perhaps Bob and Atar are a few steps inside. I am not moving my token as I don't want to move too far.


map was update with your positions when you would have encountered the trap. Your studies it and received the presence, then the number and power of the magic. You may make a knowledge arcana check to identify it, but you unfortunately aren’t trained in arcana. You did learn that there was the presence of 1 faint magic source but that’s it.

You start to run across the room and make it about the same place as Atar and Bob before what appears to you to be an angry human wielding a torch materializes waving it at you.

Will Save11:

cold damage: 2d6 ⇒ (6, 2) = 8
Shaken for 1 hour.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

[ooc] That's right, lol. Forgot that I don't have arcana yet. [/B]

will: 1d20 + 7 ⇒ (15) + 7 = 22

"I ain't afraid of no torch. Especially an imaginary one! Let's keep moving."


Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2

Trakas shakes his head in confusion at what is going on but advances into the mist holding the gem in one hand and his large black blade in the other. The later still crackles with electricity.

When Trakas get to the middle of the room, he keeps his grip on the gem and relaxes his grip on his blade. He waits for the "image" to appear.
Will Save: 1d20 + 3 ⇒ (15) + 3 = 18

If the image appears :

He strikes out at the image in hopes of disrupting it before it can do any damage to him
Move action and a standard action to hold my attack. I will attack the image if it appears.
Attack w/PA: 1d20 + 5 - 1 ⇒ (17) + 5 - 1 = 21
Damage w/PA: 1d10 + 3 + 2 ⇒ (4) + 3 + 2 = 91d6 ⇒ 4

If the image does not appears :

He looks around for what has frighten the others.


The image of a river figure begins to form but you steel you’re self, keeping your emotions in control. You slash at it and it dissipates into mist.


F Undine [ HP: 20/20 | AC: 17 (TAC: 15, FFAC: 12) | CMB: +2, CMD: 15 | Fort: +5, Ref: +6, Will: +1 | Init: +3 | Perception +6 ] Water Dancer UnMonk 2 [ Speed 30 ft | Hydrated Vitality: 1/1 | Nereid Fascination: 1/1 | Burn: 2/5 | Waveblade +5/1d6; Unarmed Strike +5/1d6; Water Blast +5/1d6+1+2 | Active conditions: 1 str damage ]

did Bob get through or not?

if not:
Immana claps Bob gently on the shoulder. "Come on, everyone else made it through fine. Let's go."

She heads into the mist...

will: 1d20 + 1 ⇒ (20) + 1 = 21

...and exits the other side unscathed and with even stronger resolve than before.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Still fearfully watching the mists, Bob starts moving toward the other entrance again. "Well, it doesn't seem to be attacking anymore, and I'd like to get out of this mist, so maybe we should all keep moving."


Due to your training you the mist starts to form a shape but a calming breathing steels you’re nerves and it never seems to take shape your will far to strong for the magic to take hold. You all make it to the other side, more or less ok.


M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg

Atar keeps close to Bob and helps the ranger cross the rest of the room. "Easy there, buddy. It's some sort of trap that messes up with your mind. There's nothing here that will hurt you. Well, in that room, specifically, I'm guessing that there's still plenty of stuff ready to murder us here."

Once they're clear of the room, the tiefling examines the corridor for anything out of the ordinary, like pressure plates, runes and whatnot.

Perception: 1d20 + 4 ⇒ (15) + 4 = 19


You look and find no signs of a trap ahead in the corridor.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

"Bob. You look hurt. Let me heal you before we go more."

clw: 1d8 + 2 ⇒ (2) + 2 = 4

[/B]Now I just have berries in case of emergency. Be more careful."[/b]

brightberry is ready to follow.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Thanks, Brightberry. I feel a little warmer now." The shivering stops, but Bob still looks paranoid.

Uncharacteristically hanging back, he watches Atar. "I'll cover you"


M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg

Atar winks at Bob. "No problem! Let's see what we have here…" He moves as quietly as he can, rapier in hand.

Stealth: 1d20 + 4 ⇒ (10) + 4 = 14


Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2

Trakas follows along.


You sneak forward and see thick, square columns support the low ceiling of this natural cavern, but the walls remain uneven hewn stone and the floor is only partially paved. Rough tunnels and unfinished walls extend for some distance. Tattered first, foul-looking bedrolls, Sachs of food, and battered old crates and casks are scattered around in an improvised campsite. You see what appears to be 4 goblins standing and chattering.

“We leave soon?” “No.” “But others dead now.” “No, Zog will guide us. Show us ancient treasure, to statue. Past trap past bugs.”

That’s all you can hear for the moment.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

"Ancient treasure. At the statue? Did we miss something? They eyes maybe? We should go back and look again maybe." Brightberry whispers to the group.

After gauging the other's reactions, a thought pops in Brightberry's head, How long do goblins live? 20 years? How old is "ancient" to them?


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

"Maybe we missed something around the devil statue? There could be other sections of the complex that we missed, as well."

"I wonder who Zog is? Maybe we should try to talk to them?"


M div-spawn tiefling swashbuckler 2 | HP: 14/19 | AC 17 / T 14 / FF 13 | CMB: +6, CMD: 16 | F: +1, R: +7, W: 0 | Init: +4 | darkvision 60ft; Perc: +4, SM: 0 | Speed 30ft | Panache: 2/3 | Fire Healing: 1/1 | Charmed Life: 1/3 | Active conditions: 1 str dmg

"Yeah, me too. Perhaps it's this oracle the little guy told us about the other day?"

He nods in agreement to Bob. "Always better to try and talk, right? I picked up some goblin lately, can try and pass as an envoy or something. But perhaps you guys can prepare something in case things go south? In case they get arrow-y like last time?"


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

oh boy, brightberry was really built with the intention of adventuring in the wilderness. I'm much less useful surrounded by stone, especially at this low of a level.

Brightberry and Redleaf confer and advanced until they are at the corner. They both then become twisted vines grow ing out of cracks.


Human Ranger 2 | HP 14/18 | AC 18 T 14 FF 14 | Fort +3 Ref +7 Will +2 (+2 vs. Charm) | CMB +6 CMD 18 | Init +4 Perc +7 | Effects: Shaken | Longbow +7 1d8 Flambard +4 1d10+3 | 6/20 Arrows 20/20 CI Arrows 20/20 Blunt

Bob creeps up close enough to provide some cover for Atar, making sure that Brightberry transfers the Light spell to something that Atar is holding.

Stealth,Shaken: 1d20 + 7 - 2 ⇒ (5) + 7 - 2 = 10


Male HP:35/35 AC:21 T:15 FF:11 SSp:25 F:+3 R:+7 W:+5 Perc:+11 Init:+7 Bastard Sword +9 1d10+4 CMB:+4 CMD:+17 Human Magus (Blade Bound, Kensai) 3 Swashbuckler 2

Trakas keep himself ready to move if battle is to be joined.


N/A Leshy Druid (Leshy Warden, World Walker) 1 HP BB 14/14 | RL 5/5 | AC 18 | F +4 R +2 W +5| Perception +7 |Spells: 0th: 4 1st 2/2 |

Brightberry does as Bob asks


F Undine [ HP: 20/20 | AC: 17 (TAC: 15, FFAC: 12) | CMB: +2, CMD: 15 | Fort: +5, Ref: +6, Will: +1 | Init: +3 | Perception +6 ] Water Dancer UnMonk 2 [ Speed 30 ft | Hydrated Vitality: 1/1 | Nereid Fascination: 1/1 | Burn: 2/5 | Waveblade +5/1d6; Unarmed Strike +5/1d6; Water Blast +5/1d6+1+2 | Active conditions: 1 str damage ]

"Maybe it was the compartment in the statue that we couldn't open? They did mention the bugs we fought there as well." Immana moves up as well, keeping an eye out for anything else of interest.

perception: 1d20 + 6 ⇒ (1) + 6 = 7
stealth: 1d20 + 3 ⇒ (5) + 3 = 8
wow those rolls...

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