Dreadfulness in Dunwich PF1e+

Game Master DeJoker

Bale Keep Map

Dunwich:

Dunwich is a somewhat backwater fishing town situated on southern side of the Dunwater River and sandwiched between the Dunwater Marsh and the Monmurg Bay. This makes it tucked away on the south-western coast of the Kingdom of Keoland. Just north of Dunwich is a small monastery dedicated to Heironeous and Bale Keep which guards the road between the town of Saltmarsh and Burle. While further south are other small fishing villages and guard towers. Many folks from Dunwich serve as staff and support for the keep and the town tends to travelers between Saltmarsh and Burle.

This will be a semi-sandbox game based in a non-canon village located in the Viscounty of Salinmoor in the south-western region of Keoland which is located within the Sheldomar Valley within the western area of the Flanaess on the continent of Oerick on the planet Oereth. Dunwich is smaller but similar to its more famous cousin Saltmarsh which is located just to the northeast. As every character will have hailed from or hail from Dunwich there will be special Backgrounds to choose from that will tie the character more tightly into the village.


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M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Fort: 1d20 + 9 ⇒ (3) + 9 = 12


Female Aquatic Elf Druid 3

"We may be invaders, but goblins are a menace to all friend, sea, land, I bet there is even air goblins. But perhaps you ..." Salaha words are cut short as the goblins fire at the group, or rather those in front. Clearly whatever talking or retreating to be done was over with, it was time for action and a time to remove this menace from the area.

Salaha would then move and shoot the nearest goblin on the left with her crossbow. She was tiring of these creatures!

to hit: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d8 + 1 ⇒ (6) + 1 = 7


OCC: What about Snapper?

When you spend 1 Action (Standard or Move) you can issue a verbal command to your Animal Companion -- this single Action has the Auditory and Concentrate trait -- you then grant your Animal Companion 2 Actions. If given no commands, Animal Companions use no actions except to defend themselves or to escape obvious harm.

Just thought I would help you as that information is kind of buried in the guidelines. However, Moving and Shooting takes up your two Actions for the round. However, if you want to retcon your Action I will allow you to simply shoot from where you are as they are in range and give Snapper a command.

Note: I will assume Snapper is currently in follow mode -- although you have yet to give me the Tricks that you have taught Snapper. If you do not supply a list fairly soon -- I will assign a set of commands that I feel seem appropriate.


Male Grippli

Fort Save DC 15: 1d20 + 5 ⇒ (15) + 5 = 20

More POISON!

Stone, we... rush them!

atk, mwk shortbow: 1d20 + 10 ⇒ (11) + 10 = 21
dmg, mwk shortbow: 1d4 - 1 ⇒ (2) - 1 = 1


OCC: Why are you doing a -1 damage -- bows do not use Strength damage unless its a Composite Bow and I do now see your character buying a -1 Strength Bow when they can use regular Bow just fine.


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

I'm bleeding kind of hard here.


OCC: Well dang Dáin all I can say here is -- cleric heal thyself ;-)


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Let's go get the, Grun!


Having been called forward, Stone moves past the others and follows Grün and Dáin towards the Goblins off to the right. Grün being quicker than both Dáin and Stone arrives at the Goblins before either of them.

OCC: Grün can attack this round, if he chooses to engage, but Dáin and Stone will not be able to attack until next round.


Male Grippli

Grun advances to threaten the archers, moving his head and arm right to left and up and down, trying to mask his true motives.

Bluff to Feint as Standard Action: 1d20 + 5 ⇒ (1) + 5 = 6
Grun is adjacent and threatens their square. LOL, nice roll...


Male Human Evoker 3

William unsheathes his dagger. "Pests," he says.


OCC: I am hoping Salaha posts soon, otherwise I will move things forward regardless.

So far as a recap -- we have @3 Goblins off to the far left and far right.

Grün engaged a Goblin to the right with Dáin close behind him and Stone close behind Dáin.

Currently William who just unsheathed his dagger, is standing by by the entrance with Salaha and Snapper

On the far side of the open area is another opening where shadows were seen moving about but nothing has appeared from that opening as of yet.


Female Aquatic Elf Druid 3

Sorry I wasn't aware I was able to go again, my bad. Even if for now my turns are sorta simple lol

To hit: 1d20 + 6 ⇒ (16) + 6 = 22
damage if hit: 1d8 + 1 ⇒ (3) + 1 = 4

Salaha lines up another shot at the goblins, hoping to thin out their ranks and help her team through the ones they are attacking


Rolls:
William 1-3 Salaha 4-6 Snapper 7 Stone 8-9 Dáin 10-11 Grün 12
Left Archers Who: 3d12 ⇒ (10, 3, 2) = 15
Stone 1-3 Dáin 4-6 Grün 7-8
Rite Archers Who: 2d8 ⇒ (5, 8) = 13

Attack William 1: 1d20 + 3 ⇒ (2) + 3 = 5
Attack William 2: 1d20 + 3 ⇒ (7) + 3 = 10
Attack Dáin 1: 1d20 + 3 ⇒ (15) + 3 = 18
Attack Dáin 2: 1d20 + 3 ⇒ (12) + 3 = 15
Attack Grün 1: 1d20 + 3 ⇒ (20) + 3 = 23
Attack Grün 2: 1d20 - 1 ⇒ (10) - 1 = 9

Armor Damage Dáin 1: 1d4 ⇒ 3
Armor Damage Dáin 2: 1d4 ⇒ 4
Damage Grün 1: 1d4 ⇒ 3

Salaha Who: 1d3 ⇒ 2

Round 1:
Salaha .. AC 18 . HP 22/19
Dáin .... AC 19 . HP 37/22
..... Armor Damage: 3
... Fortitude Save DC 15
... Fortitude Save DC 15 or DC 17
Stone ... AC 24 . HP 37/37
..... Armor Damage: 8
Grün .... AC 20 . HP 34/31
..... Armor Damage: 3
... Fortitude Save DC 15
William . AC 13(+4) . HP 18/18
.
Goblin-1 . HP -0
Goblin-2 . HP -0
Goblin-3 . HP -0
-----
Goblin-4 . HP -0
Goblin-5 . HP -0
Goblin-6 . HP -0

Grün engages one of the archers to the right, who immediately draws a dogslicer and tries to use the pillar to protect itself {Fighting Defensively}. Meanwhile one of those other Goblin Archers manages to hit Grün {3 Dmg DC 15 Fort Save}.

A Goblin form off to the left hits Dáin from behind {3 Dmg DC 15 Fort Save}. While the other Goblin archer on the right shoots at the incoming Dáin and just puts an arrow into his armor but does not fully penetrate.

The last two archers shoot at William but completely miss.

Meanwhile Salaha manages to hit one of the Goblins off to the left but does not quite penetrate its armor.

OCC: PCs Turn


Male Grippli

Fortitude Save: 1d20 + 5 ⇒ (3) + 5 = 8


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Fort: 1d20 + 9 ⇒ (7) + 9 = 16

Dain whacks a goblin with his book
Book of Grudges: 1d20 + 5 ⇒ (12) + 5 = 171d8 + 2 ⇒ (4) + 2 = 6


OCC: Okay Grün will be a bit delusionally woozy causing a -2 penalty To Hit, Damage, Ability/Skill checks, Reflex/Will Saves and causing a -2 Concentration check when casting or maintaining a spell.

However Grün can still attack this round if they so choose. The Goblins are spread out such that Grün can join either Dáin or Stone to get a flanking bonus against a single Goblin. However, if he does so that means one of the Goblins will still be able to use its bow.

Note: That is assuming that Dáin is opting to attack one of the non-engaged Goblins as that will be what Stone will be doing.


Male Grippli

Grun steps to flank with Dain, figuring the human can do well on his own. He sliced with his kukri.

atk, goblin, kukri, woozy, flank: 1d20 + 9 - 2 + 2 ⇒ (8) + 9 - 2 + 2 = 17
dmg, goblin, kukri, sneak: 1d3 - 2 + 2d6 ⇒ (3) - 2 + (4, 1) = 6


Male Human Evoker 3

William pulls out his trusty wand of magic missiles and fires it at who he thinks is the lead goblin.

Magic Missile attack: 1d4 + 1 ⇒ (4) + 1 = 5


OCC: There is no apparent Goblin leader in sight, you have 3 archers (1-3) to the left and 3 archers to the right (4-6) being engaged by Stone, Dáin, and Grün. So which the left (1-3) or right (4-6) which do you fire upon (pick a number)?

And that just leaves us Salaha and Snapper for this round


Male Human Evoker 3

I'll fire on archer 2, on the left.


Female Aquatic Elf Druid 3

to hit: 1d20 + 6 ⇒ (16) + 6 = 22
damage if hit: 1d8 + 1 ⇒ (8) + 1 = 9

After hitting one of the goblins, she was hoping it was dead, but it seemed to not be, so she focused her attention on it. These goblins needs to die and fast.

" Keep it up friends! The waves may be harsh, but the treasure is sweet!"


OCC: It came to my attention that last round I mysteriously had 2 ghost Goblins shooting arrows. Further it was these 2 Goblins that damaged Dáin. So only Dáin's armor was damaged by a single arrow last round and thus Dáin was not poisoned.

Opponents:
Stone Attacks: 1d20 + 9 ⇒ (4) + 9 = 13

Target Who (1-6 William 7 Snapper 8 Salaha 9-10 Dáin 11 Stone 12 Grün)
Left: 3d10 ⇒ (6, 7, 10) = 23
Oops forget Goblin-2 shot at William -- adjustment made

-------{ Left
Goblin-1 Shoots at William: 1d20 + 3 ⇒ (7) + 3 = 10
Goblin-2 Shoots at William: 1d20 + 3 ⇒ (5) + 3 = 8
Goblin-3 Shoots at Dáin: 1d20 + 3 ⇒ (8) + 3 = 11
-------{ Right
Goblin-4 Attacks Grün: 1d20 + 1 ⇒ (5) + 1 = 6
Goblin-5 Attacks Stone: 1d20 + 1 ⇒ (11) + 1 = 12
Goblin-6 Attacks Dáin: 1d20 + 1 ⇒ (17) + 1 = 18

Goblin-6 Damage: 1d4 ⇒ 4

Initiative Order:
Goblins
PCs
Round 2:
Salaha .. AC 18 ... HP 22/19
Dáin ..... AC 19 ... HP 37/22
..... Armor Damage: 2
..... Shield Damage: 1
Stone ... AC 24 ... HP 37/37
..... Armor Damage: 2
Grün .... AC 20 ... HP 34/31
..... Armor Damage: 2
William . AC 13 ... HP 18/18 (Dagger in Hand and Wand in Other Hand)
.
-------{ Left
Goblin-1 . HP -0
Goblin-2 . HP -5 Fleeing
Goblin-3 . HP -0
-------{ Right
Goblin-4 . HP -0 Fighting Defensively
Goblin-5 . HP -0 Fighting Defensively
Goblin-6 . HP -0 Fighting Defensively
---------------------------------------------------------------- -

Salaha hits the Goblin-2 again and again it does not fully penetrate its armor {AC 23}. However, it does rip a nasty gash in the armor. Meanwhile William's Magic Missile strikes Goblin-2 solidly.

Grün swings but does not manage to cut through Goblin-4's armor {AC 20}.

Stone swings but Goblin-5 ducks below the blade.

Dáin smacks Goblin-6 but the Goblins armor absorbs the blow {AC 20}.

Goblin-1 shoots at William but misses.
Goblin-2 shoots at William but misses and then flees to the far side cave opening and is now 60 feet away from William and Salaha.
Goblin-3 shoots at William but misses.

Goblin-4 attacks Grün but misses
Goblin-5 attacks Stone but misses
Goblin-6 attacks Dáin but only strikes Dáin's shield.

Party's Turn


OCC: Arrgh another minor error Goblin-2 is not Fleeing as having been hit last round with an arrow and then transfixed with an arrow and blasted with a magic missile this round. It is quite dead or will be fairly soon.

For future reference Salaha your target number to hit those archers is a 22 as they are not employing their shields my bad. However, that only negates Goblin-2's actions this round which he missed anyway.


Female Aquatic Elf Druid 3

It's okay, we all make mistakes lol. Like I'm not sure how to use snapper in combat well lol

to hit: 1d20 + 8 ⇒ (8) + 8 = 16
damage if hit: 1d8 + 1 ⇒ (8) + 1 = 9

Salaha takes courage in one of the goblins seemingly to be dead, and takes her aim at the next one who is not in close combat, knowing that makes it easier for those in combat.


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Dain keeps whacking

Book: 1d20 + 5 ⇒ (5) + 5 = 101d8 + 2 ⇒ (8) + 2 = 10


OCC: Salaha as I posted previously here are the guidelines for using Snapper.

When Salaha spends 1 Action (either a Standard Action or Move Action) she can issue a verbal command to Snapper -- this single Action has the Auditory and Concentrate traits -- she then grants Snapper 2 Actions (aka a Move Action and a Standard Action). If given no commands, Snapper uses no actions except to defend themselves or to escape obvious harm.

So if she uses her Move Action to command Snapper to attack designating a target by pointing she can still use her Standard Action to shoot her bow.

That also means since Salaha did not move this round, she can still issue a command to Snapper to attack. If that is what you want it to do. For instance Grün could use an ally to give him that much needed flanking bonus he desires.


Female Aquatic Elf Druid 3

I like the idea of sending him to help Grun! Get that flank buddy!
to hit: 1d20 + 6 ⇒ (13) + 6 = 19
damage if hit: 1d6 + 4 ⇒ (4) + 4 = 8

Salaha calls out to Snapper to go and help Grun, hoping the gator can strike well even at his size.


Male Grippli

Grun rushes to take advantage of positioning. He slices with his kukri.

atk, goblin, kukri, woozy, flank: 1d20 + 9 - 2 + 2 ⇒ (17) + 9 - 2 + 2 = 26
dmg, goblin, kukri, sneak: 1d3 - 2 + 2d6 ⇒ (2) - 2 + (1, 1) = 2

I don't know if this game is meant to be for me.


OCC: I think Grün (aka you) is doing just fine. Further I determined a long time ago that this psuedo random number generator is just purely evil by nature ;-) and I thoroughly believe it loves torturing players more than GMs do.

So only need William to post to move things forward.


Male Human Psion 10/Atlanteologist 10

William casts another magic missile from his wand. Aiming it at another goblin (goblin 3).

Magic Missile attack: 1d4 + 1 ⇒ (4) + 1 = 5


Opponents:
-------{ Left
Goblin-1 Shoots at William: 1d20 + 3 ⇒ (20) + 3 = 23
Goblin-3 Shoots at William: 1d20 + 3 ⇒ (11) + 3 = 14
-------{ Right
Target Who (1-3 Grün 4-6 Snapper)
Target Who: 1d6 ⇒ 6
Goblin-4 Attacks Grün/Snapper: 1d20 + 2 ⇒ (20) + 2 = 22
Goblin-5 Attacks Stone: 1d20 + 2 ⇒ (9) + 2 = 11
Goblin-6 Attacks Dáin: 1d20 + 2 ⇒ (16) + 2 = 18

Goblin-1 Damage: 1d4 ⇒ 2 +Poison DC 15
Goblin-4 Damage: 1d4 + 1 ⇒ (3) + 1 = 4

Initiative Order:
Goblins
PCs
Round 3:
Salaha .. AC 18 .. HP 22/19
Snapper .. AC 18 .. HP 18/14
Dáin .... AC 19 .. HP 37/22
..... Armor Damage: 3
..... Shield Damage: 1
Stone ... AC 24 .. HP 37/37
..... Armor Damage: 2
Grün .... AC 20 .. HP 34/31
..... Armor Damage: 2
William . AC 13(+4) .. HP 18/16 .. Poison Save DC 15
... (Dagger in Hand and Wand in Other Hand)
.
-------{ Left
Goblin-1 . HP -0
Goblin-2 . HP -18 Dying
Goblin-3 . HP -5
-------{ Right
Goblin-4 . HP -2 Fighting Defensively
Goblin-5 . HP -0 Fighting Defensively
Goblin-6 . HP -0 Fighting Defensively

The two Goblins off to the left both fire upon William and one manages to get past his magic spell armor.

The Goblin fighting Grün and Snapper manages to hit Snapper.

The Goblin fighting Dáin strikes his armor but does not penetrate.

The Goblin fighting Stone strikes air his attack being to short.

OCC: PCs Turn -- William if you fail your Save you are at a -2 this round and will need to make a Save again next round.

Also Salaha keep in mind for Snapper to continue fighting you have to use either your Move Action or Standard Action to command him to continue doing so, otherwise he will retreat from combat.


Male Human Evoker 3

Okay, making my save.

Fortitude Save: 1d20 + 2 ⇒ (10) + 2 = 12


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Dain keeps bashing
Book: 1d20 + 5 ⇒ (8) + 5 = 131d8 + 2 ⇒ (3) + 2 = 5


OCC: Okay so William failed his save. So what is he going to do this round? Note currently his befuddlement does not affect the usage of his wand and his wand is not affected by the -2 penalty.


Female Aquatic Elf Druid 3

Salaha calls out to Snapper to keep flanking for Grun, and trying to attack, using her move action this round.

She herself tries to hit another with her crossbow, the same one that William hit. The less they have the better for the others.

crossbow hit: 1d20 + 8 ⇒ (20) + 8 = 28
crossbow damage: 1d8 + 1 ⇒ (6) + 1 = 7
crossbow confirm crit: 1d20 + 8 ⇒ (8) + 8 = 16

Snapper hit: 1d20 + 6 ⇒ (16) + 6 = 22
Bite hit: 1d6 + 4 ⇒ (5) + 4 = 9


Male Human Evoker 3
DunwichStoryteller wrote:
OCC: Okay so William failed his save. So what is he going to do this round? Note currently his befuddlement does not affect the usage of his wand and his wand is not affected by the -2 penalty.

William will use his wand one last time, and blast Goblin 1 with it.

Magic Missile attack: 1d4 + 1 ⇒ (2) + 1 = 3


OCC: Awesome well just Grün left and I will move things forward.

Crits:
Oh a thing about Crits -- first if you get a 20 while you still roll to confirm that 20 using the normal results if you succeed. The damage from the attack associated with that 20 is max no roll needed.

Next this is a potentially exploding Crit (20), so if you happen to roll another 20, you roll again to confirm another Crit ad infinitum.

So what does each 20 do well as stated it does max damage for that roll. So if you do a 1d8+2 then the first 20 would mean you do 10 damage (no roll needed) and the second roll (if a 20) does the max damage associated with that roll, etc...

Also each subsequent confirmation Crit does the same potential damage as the first on confirmation Crit.


Male Grippli

Grun presses his advantage, slicing with his kukri.

atk, goblin, kukri, woozy, flank: 1d20 + 9 - 2 + 2 ⇒ (7) + 9 - 2 + 2 = 16
dmg, goblin, kukri, sneak: 1d3 - 2 + 2d6 ⇒ (1) - 2 + (3, 1) = 3


Opponents:
-------{ Left
Goblin-1 Shoots at William: 1d20 + 3 ⇒ (4) + 3 = 7
-------{ Right
Goblin-5 Attacks Stone: 1d20 + 2 ⇒ (1) + 2 = 3
Initiative Order:
Goblins
PCs
Round 3:
Salaha .. AC 18 . HP 22/19
Dáin .... AC 19 . HP 37/22
..... Armor Damage: 2
..... Shield Damage: 1
Stone ... AC 24 . HP 37/37
..... Armor Damage: 2
Grün .... AC 20 . HP 34/31
..... Armor Damage: 2
William . AC 13(+4) . HP 18/18 (Dagger in Hand and Wand in Other Hand)
..... Poison -2 Woozy DC 15 Save
.
-------{ Left
Goblin-1 . HP -3 Fleeing
Goblin-2 . HP -18 Dying
Goblin-3 . HP -14
-------{ Right
Goblin-4 . HP -11 Fighting Defensively
Goblin-5 . HP -13 Fighting Defensively
Goblin-6 . HP -0 Fighting Defensively

The Goblin takes a quick shot at William before fleeing further back into the cave making it to the opening into the next area but still within line of sight but 60 feet from either William or Salaha.

The other remaining Goblin viciously strikes at Dáin but misses and strikes the ground instead which obviously breaks its rather fragile weapon.

OCC: PCs turn only two Goblins left in this area.

I still need another DC 15 Save from William this round.


M Dwarf Inquisitor(Living Grimoire) 32/37,Init5,F7R2W6,AC18T13FF16

Dain thwacks the goblin in front of him.
Book: 1d20 + 5 ⇒ (6) + 5 = 111d8 + 2 ⇒ (2) + 2 = 4


OCC: Dang Dáin are you sure you are using the correct book? I mean you are not using the book of higher learning are you as Goblins are rather short. ;-)


Male Human Evoker 3

William stands against the wall of the cave. He tries to get a clear head.

(is William at a penalty because of the poison? -2 to all actions, right?)

William tries to shrug off the poison: 1d20 + 2 ⇒ (10) + 2 = 12


OCC: Yes William is currently effected by the Poison and is at a -2 to all actions, however he does not have a -2 to make the Save he needs to make this round it is still DC 15


Female Aquatic Elf Druid 3

Taking heart as the battle seems to turn in their favor, Salaha keeps taking shots at the goblins, and will direct Snapper to help out as well. It was close to winning the battle as they could be and she felt their team had the upper hand so far.

" Come on everyone! We are close to removing these beast from the land! Let no goblin remain"

crossbow to hit: 1d20 + 8 ⇒ (11) + 8 = 19
crossbow damage: 1d8 + 1 ⇒ (6) + 1 = 7

Snapper bite: 1d20 + 8 ⇒ (18) + 8 = 26
bite damage: 1d6 + 4 ⇒ (3) + 4 = 7


Male Grippli

Grun isn't certain about how he feels towards goblins in general, but these particular ones he can do without.

He lashes out once more, slicing with his kukri.

atk, goblin, kukri, woozy, flank: 1d20 + 9 - 2 + 2 ⇒ (12) + 9 - 2 + 2 = 21
dmg, goblin, kukri, sneak: 1d3 - 2 + 2d6 ⇒ (1) - 2 + (3, 2) = 4


OCC: Grün is not Woozy no poison on the blades just the arrows (assuming the -2 was from poison aka woozy). Thus a 24 does hit as Grün has a +3 from Flanking now. Note however I think you are still applying the old standard +2 which I would rather you not do and if so then I will be sure to add in whatever Flanking bonus you do have.

Opponents:
None Remaining Here
Initiative Order:
Goblins
PCs
Round 4:
Salaha .. AC 18 . HP 22/19
Dáin .... AC 19 . HP 37/22
..... Armor Damage: 3
..... Shield Damage: 1
Stone ... AC 24 . HP 37/37
..... Armor Damage: 2
Grün .... AC 20 . HP 34/31
..... Armor Damage: 2
William . AC 13(+4) . HP 18/18 (Dagger in Hand and Wand in Other Hand)
..... Very Woozy (-4 to Most Rolls with Arcane Spell Failure of 1-5 on a d20 -- and DC 10 Use Magic Device)(3rd Save DC 15)
.
-------{ Left
Goblin-1 . HP -3
..... Armor Damage: 2
Goblin-2 . HP -18 Dying
Goblin-3 . HP -14 Dying
-------{ Right
Goblin-4 . HP -11 Dying
Goblin-5 . HP -13 Dying
Goblin-6 . HP -11 Dying

William stumbles back around the corner leaning up against the wall but his head only gets foggier.

Salaha fires a bolt at the fleeing Goblin and while she hits the hit does not penetrate its armor.

Meanwhile Dáin and Stone swing at the remaining Goblin on the right and both miss. However Snapper bites and Grün swings and the both of them hit and that Goblin goes down.

OCC: No more Opponents in this area. What do you all do now.


Male Grippli

OOC: I'd copied & pasted... apologies. Traveling and in a rush.


Male Grippli

Let's... move. Ideas?


Stone replies to Grün, "Well from the shadows we saw earlier there are obviously more Goblins up ahead and they most likely know we are here and coming. So perhaps we should have a plan, also where is William did we lose him?"

OOC: William had stepped back out of sight with Salaha being the only one that could currently see him.

That being said William if you can make 4 more Fortitude Saves DC 15 we can fast forward to your current state.

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