Volcano's Land - Beyond the City of Light

Game Master Miner Cotren

Darkness surrounds the land where the peoples of Volcano, River, and Forest live under a Fallen Sky.

Current Battle Map


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M Ifrit Paladin (Virtuous Bravo, Chosen One) 7/Unchained Rogue 3 | HP 77/92| AC: 23 T: 18 Fl: 17 | CMB: +10 CMD: 28 | F +14 R +14 W +10 | Init +7 | Perc: +5 | Lay on hands 2/6 | Smite Evil 3/3 | Tactitian 1/1 | Panache 3/3

"Not all of us are as skilled at stealth, unfortunately," Benedetto points out. "And they may be tracking us by scent or something. We might need to plan an ambush now that we're far enough from the other mephits."

He considers Corsa's question. "Honestly just waving them down probably wouldn't seem too suspicious. We're away from the other creatures so it would make sense for us to get back together."

He waves at the fliers to come join the rest of the group.


Non-Binary CG Sylph Psychokineticist (Aether) 9 | HP: 30/50 | AC: 12 (12 Tch, 10 Fl) | CMB: +4, CMD: 16 | F: +6, R: +8, W: +8 | Init: +2 | Perc: +12, SM: +12 | Speed 35ft | COND=
Corsa Petaccia wrote:

Corsa adjusts her speed to match pace with Gamberino, River, and Gull. "We are being followed, at least two from what I can tell," she says quietly. "I don't think they know we know yet and we should try to keep it that way until we have a plan of some sort."

She glances at the group flying above them. "Do any of you have a way to notify the other group without drawing more attention?"

"At a minimum we should return to the ground with you. We are useful from above, but we are also easier to follow. We will be right there."


for future reference, do you have telepathy Zeph? It could help when people are scouting


You hear loud rumbling sounds coming from where Corsa last saw the mephits; a moment later, you realize those are the sounds of hungry stomachs. Wet snuffling and slobbering noises fill the air.


M Ifrit Paladin (Virtuous Bravo, Chosen One) 7/Unchained Rogue 3 | HP 77/92| AC: 23 T: 18 Fl: 17 | CMB: +10 CMD: 28 | F +14 R +14 W +10 | Init +7 | Perc: +5 | Lay on hands 2/6 | Smite Evil 3/3 | Tactitian 1/1 | Panache 3/3

"They'll be here soon. Anyone have something to help prepare for them?"


"Eh? Anyone else think these guys look...hungry?" Gamberino tries for a light tone as he looks over his shoulder, but his smile is a little too wide to be genuine.

Replying to Benedetto, "I can make a different kinda bomb, but I need to know what'll hurt them. Anyone read a book on mephits lately?"

if anyone has Knowledge Planes, please roll to help ID these guys


| HP: 93/93 |AC: 20 (12 Tch, 18 Fl) | CMB: +1, CMD: 13 |F: +9, R: +5, W: +4 | Init: +5 | Perc: +12, Darkvision 60ft| Speed 40ft | Spells: 1st 3/3, 2nd 2/2 [/ooc]|[ooc]Female LG Ifrit (Sunsoul) Bloodrager (Primalist) 9

"I've got nothing but this," Corsa says pulling the large metal-bound book out of the holster on her back.

"At least they probably aren't expecting a fight."


HP: 94/114 (0NL) | AC:33 FF:23 T:28 | F:+10 R:+11 W+6 | Init +4 | SM +13, Ac/EsAr/Sth +17, Di +20, P(Dance) +19| | Speed 60ft, Swim 30ft | Ki Pool 10/10, Burn 0/6 | KB +15, 5d6+8 | Active conditions:

"What's a mephit?" River asks, effectively demonstrating her knowledge of all things planar.


M Ifrit Paladin (Virtuous Bravo, Chosen One) 7/Unchained Rogue 3 | HP 77/92| AC: 23 T: 18 Fl: 17 | CMB: +10 CMD: 28 | F +14 R +14 W +10 | Init +7 | Perc: +5 | Lay on hands 2/6 | Smite Evil 3/3 | Tactitian 1/1 | Panache 3/3

Benedetto shakes his head slightly. "I had plenty to worry about at... before. I never really looked into things like these."

He draws his blade and looks grimly at where the sounds are coming from. "My mistake."


knowledge planes, Zeph: 1d20 + 5 ⇒ (3) + 5 = 8

Zeph is too distracted by his current flights and telekinesis to access his planar knowledge


they are tensing up and ready to attack. If your average init beats the mephits' you can attack first and they will be flat-footed. Rolls in alphabetical order, with "Declarative" as enemies.

benedetto init: 1d20 + 7 ⇒ (8) + 7 = 15

corsa init: 1d20 + 5 ⇒ (16) + 5 = 21

declarative init: 1d20 + 7 ⇒ (8) + 7 = 15

river init: 1d20 + 4 ⇒ (10) + 4 = 14

zeph init: 1d20 + 2 ⇒ (3) + 2 = 5


Round 1 Begins! Enemies First!

The two mephits spread out, like predators circling their prey. Their jaws open monstrously wide, as they aim their gaping hunger at you. The air around you seems to lose its vitality, and you begin gasping for breath.

Everyone: Fort Save DC 18. Failure = stunned for 1 round as you are unable to catch your breath. Failure by 10 or more is very bad.

Enemies have acted! Roll your fort save and act (assuming you pass your save)

Grand Lodge

Half-Elf Paladin of Yuelral (Mind Sword) - 1
The Declarative wrote:

knowledge planes, Zeph: 1d20 + 5 ⇒ (8) + 5 = 13

Zeph is too distracted by his current flights and telekinesis to access his planar knowledge

LORE(SKY): 1d20 + 10 ⇒ (6) + 10 = 16

LORE(SUN): 1d20 + 10 ⇒ (8) + 10 = 18

Just in case those would help ... and let me see if there is a thing that I can do that would make Zeph newly telepathic also


| HP: 93/93 |AC: 20 (12 Tch, 18 Fl) | CMB: +1, CMD: 13 |F: +9, R: +5, W: +4 | Init: +5 | Perc: +12, Darkvision 60ft| Speed 40ft | Spells: 1st 3/3, 2nd 2/2 [/ooc]|[ooc]Female LG Ifrit (Sunsoul) Bloodrager (Primalist) 9

Fort: 1d20 + 9 ⇒ (19) + 9 = 28

Corsa runs at the mephit closest to her, anger overtaking her. As she does so she grows difficult to focus on, the outline of her shifting and distorting with her rage and she moves far faster than it would seem she should be able to.

Upon reaching the mephit, Corsa swings the metal-bound book into the creature with all of her furious might.
Raging Power Attack 1: 1d20 + 21 ⇒ (2) + 21 = 23
Raging Power Attack 2: 1d20 + 18 ⇒ (3) + 18 = 21

Damage 1: 1d10 + 23 + 1 ⇒ (5) + 23 + 1 = 29
Damage 2: 1d10 + 23 + 1 ⇒ (10) + 23 + 1 = 34

Corsa has gone into rage as part of a free action and can be blurred and hasted as part of that. The damage is +23 normal and +1 fire if that makes a difference.


M Ifrit Paladin (Virtuous Bravo, Chosen One) 7/Unchained Rogue 3 | HP 77/92| AC: 23 T: 18 Fl: 17 | CMB: +10 CMD: 28 | F +14 R +14 W +10 | Init +7 | Perc: +5 | Lay on hands 2/6 | Smite Evil 3/3 | Tactitian 1/1 | Panache 3/3

Fortitude: 1d20 + 14 ⇒ (11) + 14 = 25

Benedetto charges forward at the same one Corsa targeted. If he can, he'll get around behind it, but otherwise he's content to attack from the front.

Rapier: 1d20 + 14 ⇒ (6) + 14 = 20
Damage: 1d6 + 5 ⇒ (6) + 5 = 11 +6 precision damage

After a quick thrust he falls back to a ready guard position.

He's prepared to use Opportune Parry & Riposte--the first melee attack against him he'll try to parry, succeeding if his attack roll is higher than the attack roll against him, then counterattacking.

Parry: 1d20 + 14 ⇒ (8) + 14 = 22
Riposte: 1d20 + 14 ⇒ (9) + 14 = 23
Damage: 1d6 + 5 ⇒ (6) + 5 = 11 +6 precision damage


init
Corsa
Detto
Enemies
River
Zeph

fort save River: 1d20 + 9 ⇒ (20) + 9 = 29

fort save Zeph: 1d20 + 6 ⇒ (7) + 6 = 13

Both of Corsa's attacks hit, meaty thumps that break the mephit's skin by sheer force.

Corsa, take 10 negative energy damage, 5 from each successful melee attack


Benedetto's attack barely misses, skidding off the beast's ugly mixture of scales and hide.

Drawn to attack the elen with the smaller weapon, the mephit attacks Benedetto:

claw 1, beast 1: 1d20 + 13 ⇒ (6) + 13 = 19
claw 2, beast 1: 1d20 + 13 ⇒ (7) + 13 = 20

The first claw is parried succesfully, 'Detto using his blade to make the swing go wide. The second claw he simply dodges. While the mephit is off-balance, he

Detto, take 5 negative energy damage from a successful melee attack

**

The second mephit turns away from the confusing swordplay, instead focusing on Corsa:

claw 1, beast 2: 1d20 + 13 ⇒ (17) + 13 = 30
claw 1, beast 2: 1d20 + 13 ⇒ (20) + 13 = 33

miss chance on 1 or 2: 1d10 ⇒ 3
mis chance on 1 or 2: 1d10 ⇒ 7

damage 1: 2d6 + 6 ⇒ (1, 3) + 6 = 10
damage 2: 2d6 + 6 ⇒ (3, 4) + 6 = 13
triple due to crit

Corsa, take 49 total damage from 2 attacks


River - please take actions. Zeph is stunned this round.

I will bot tomorrow morning to move to the next round.


HP: 94/114 (0NL) | AC:33 FF:23 T:28 | F:+10 R:+11 W+6 | Init +4 | SM +13, Ac/EsAr/Sth +17, Di +20, P(Dance) +19| | Speed 60ft, Swim 30ft | Ki Pool 10/10, Burn 0/6 | KB +15, 5d6+8 | Active conditions:

River frowns as a small ball of water appears in her fist. It shimmers and then leaps across the intervening space to strike the mephit as River dances in after it.

KB: 1d20 + 14 ⇒ (18) + 14 = 325d6 + 8 ⇒ (5, 1, 2, 6, 5) + 8 = 27


at the end of the round

The uninjured mephit goggles at the swift and brutal punishment its ally is receiving. With a quick claw to the first mephit's midsection and a string of obscene syllables, a cloud of tiny mephits suddenly burst from the rapidly-dying body of the unjured creature.

tiny darting creatures, init: 1d20 + 10 ⇒ (17) + 10 = 27


As the tiny creatures dart away, it becomes clear what the mephits have been tracking - the lightning display from earlier. The cloud of mephits swarm and bite the stunned Zephyr, and fill their mouths and bellies with buzzing blue energy.

fort save Zeph: 1d20 + 6 ⇒ (6) + 6 = 12

Zephyr, take 10 points of damage and 1 point of burn as your aetheric essence is being drained


Round 2 Begins!

init
Corsa
Detto
Enemies
River
Zeph
**

Zeph, you are no longer stunned.

Declare actions, all! Corsa and Detto go first, but post whenever you get a chance and I will stitch it all together


| HP: 93/93 |AC: 20 (12 Tch, 18 Fl) | CMB: +1, CMD: 13 |F: +9, R: +5, W: +4 | Init: +5 | Perc: +12, Darkvision 60ft| Speed 40ft | Spells: 1st 3/3, 2nd 2/2 [/ooc]|[ooc]Female LG Ifrit (Sunsoul) Bloodrager (Primalist) 9

Corsa staggers back from the force of the attacks, but doesn't let it throw her for long. Unable to go after the small mephits attacking Zephyr she redoubles her efforts on the large mephit that remains in front of her.

Raging Power Attack 1: 1d20 + 21 ⇒ (6) + 21 = 27
Raging Power Attack 2: 1d20 + 18 ⇒ (5) + 18 = 23

Damage 1: 1d10 + 23 + 1 ⇒ (10) + 23 + 1 = 34
Damage 2: 1d10 + 23 + 1 ⇒ (4) + 23 + 1 = 28


HP: 94/114 (0NL) | AC:33 FF:23 T:28 | F:+10 R:+11 W+6 | Init +4 | SM +13, Ac/EsAr/Sth +17, Di +20, P(Dance) +19| | Speed 60ft, Swim 30ft | Ki Pool 10/10, Burn 0/6 | KB +15, 5d6+8 | Active conditions:

River turns her focus upwards and fires off another blast of water towards Zephyr. She's trying to help.

KB: 1d20 + 14 ⇒ (8) + 14 = 225d6 + 8 ⇒ (5, 6, 1, 4, 2) + 8 = 26


M Ifrit Paladin (Virtuous Bravo, Chosen One) 7/Unchained Rogue 3 | HP 77/92| AC: 23 T: 18 Fl: 17 | CMB: +10 CMD: 28 | F +14 R +14 W +10 | Init +7 | Perc: +5 | Lay on hands 2/6 | Smite Evil 3/3 | Tactitian 1/1 | Panache 3/3

Benedetto knows he's better against a single large target than a swarm of small ones, so he runs towards the creature Corsa is fighting. He tries to maneuver to be behind it if he can.

Attack: 1d20 + 14 ⇒ (7) + 14 = 21 +2 if flanking
Damage: 1d6 + 5 ⇒ (5) + 5 = 10 +6 precision Sneak attack damage: 3d6 ⇒ (3, 4, 1) = 8


I'll update tomorrow morning and bot whoever has not acted - thanks for keeping the combat lively!


claw 1: 1d20 + 13 ⇒ (4) + 13 = 17
claw 2: 1d20 + 13 ⇒ (12) + 13 = 25

miss chance on 1 or 2: 1d10 ⇒ 1
miss chance on 1 or 2: 1d10 ⇒ 2

damage 1: 2d6 + 6 ⇒ (5, 2) + 6 = 13
damage 2: 2d6 + 6 ⇒ (4, 2) + 6 = 12

The large mephit tries to claw at Corsa, but gains no purchase -her blurred form causes it to swing wide left, then overcompensate and swing too far right. You hear the razor claws whistle by mere inches from you, but you remain safe for the moment.


River's water blast knocks away the smaller mephits for a moment as it sucessfully damages them.

Zephyr emir, desperate to be away from the hungry teeth of the little mephits, makes himself invisible and flies in a silent zigzag pattern up and away to regather his strength.


Round 3 Begins!

the bigger mephit is less than half HP. the tiny mephits are also damaged.

**
init
Tiny mephits
Corsa
Detto
Enemies
River
Zeph

**

Enraged at losing their meal, the smaller mephits disgorge their blue energy directly at River:

Reflex River, DC 20: 1d20 + 9 ⇒ (11) + 9 = 20
lightning damage: 9d6 ⇒ (1, 5, 5, 1, 4, 6, 4, 2, 5) = 33

River, take 18 lightning damage

fork; corsa, detto, or mephit: 1d3 ⇒ 1

reflex corsa, DC 19: 1d20 + 5 ⇒ (10) + 5 = 15

Corsa, take the remaining 15 lightning damage


tiny mephits have acted! everyone else, declare actions!


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M Ifrit Paladin (Virtuous Bravo, Chosen One) 7/Unchained Rogue 3 | HP 77/92| AC: 23 T: 18 Fl: 17 | CMB: +10 CMD: 28 | F +14 R +14 W +10 | Init +7 | Perc: +5 | Lay on hands 2/6 | Smite Evil 3/3 | Tactitian 1/1 | Panache 3/3

Benedetto frowns fractionally at the mephit's resilience, then suddenly remembers he has his paladins powers back. ...but is it really worth it to use them now? It seems a bit late, really. So he just jabs twice at the mephit.

Rapier: 1d20 + 14 ⇒ (14) + 14 = 28+2 if flanking
Damage: 1d6 + 5 ⇒ (5) + 5 = 10+6 precision Sneak Attack: 3d6 ⇒ (6, 6, 3) = 15
Rapier: 1d20 + 9 ⇒ (1) + 9 = 10+2 if flanking
Damage: 1d6 + 5 ⇒ (5) + 5 = 10+6 precision Sneak Attack: 3d6 ⇒ (4, 5, 3) = 12


HP: 94/114 (0NL) | AC:33 FF:23 T:28 | F:+10 R:+11 W+6 | Init +4 | SM +13, Ac/EsAr/Sth +17, Di +20, P(Dance) +19| | Speed 60ft, Swim 30ft | Ki Pool 10/10, Burn 0/6 | KB +15, 5d6+8 | Active conditions:

River doesn't even flinch as she catches the feedback from a bolt of lightning that just misses her. Instead another orb of water sails into the air as she shifts over the snow, putting a lot more distance between herself and the rest of the group.

KB: 1d20 + 14 ⇒ (7) + 14 = 215d6 + 8 ⇒ (3, 6, 6, 2, 2) + 8 = 27

Move 60ft to put distance between me and the others.


| HP: 93/93 |AC: 20 (12 Tch, 18 Fl) | CMB: +1, CMD: 13 |F: +9, R: +5, W: +4 | Init: +5 | Perc: +12, Darkvision 60ft| Speed 40ft | Spells: 1st 3/3, 2nd 2/2 [/ooc]|[ooc]Female LG Ifrit (Sunsoul) Bloodrager (Primalist) 9

Corsa shakes off the zap from the lightning that strikes her and swings at the large mephit again, hopeful that her and Benedetto can end it quickly.

Raging Power Attack 1: 1d20 + 21 ⇒ (3) + 21 = 24
Raging Power Attack 2: 1d20 + 18 ⇒ (3) + 18 = 21

Damage 1: 1d10 + 23 + 1 ⇒ (7) + 23 + 1 = 31
Damage 2: 1d10 + 23 + 1 ⇒ (2) + 23 + 1 = 26


tiny mephits, only 1 or 2 finds invisible zeph: 1d20 ⇒ 7

After another furious round of attacks from Corsa and 'Detto, the larger mephit succumbs, and falls over dead. The tiny mephits desperately fly about and try to find one last taste of Zephyr, but another water blast from River lays them low.

Combat Over!


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Zephyr becomes visible, and lands shakily on the ground. His powers seem diminished from the mephits bites.

Anan runs over, nearly tripping on a acid-burnt hole in the ground. "My prince! Are you alright? We must find a place of comfort and rest for you, brave one!"

You can look for a place to rest for the night, OR if you push on through the night you could likely make it to Hearth. Discuss your preferences.


M Ifrit Paladin (Virtuous Bravo, Chosen One) 7/Unchained Rogue 3 | HP 77/92| AC: 23 T: 18 Fl: 17 | CMB: +10 CMD: 28 | F +14 R +14 W +10 | Init +7 | Perc: +5 | Lay on hands 2/6 | Smite Evil 3/3 | Tactitian 1/1 | Panache 3/3

"I'd rather get a bit further away from that mess of mephits before we look for a place to camp," Benedetto says. "Are you up to traveling another mile or two, Zephyr? It won't do any good to try to rest if we keep getting attacked in the middle of the night by more of those things."


| HP: 93/93 |AC: 20 (12 Tch, 18 Fl) | CMB: +1, CMD: 13 |F: +9, R: +5, W: +4 | Init: +5 | Perc: +12, Darkvision 60ft| Speed 40ft | Spells: 1st 3/3, 2nd 2/2 [/ooc]|[ooc]Female LG Ifrit (Sunsoul) Bloodrager (Primalist) 9

"I agree," Corsa adds. "As much as I would like to rest so those of us who were injured may heal some, the closer we are to the city the more likely that rest won't be interrupted by more mephits."


HP: 94/114 (0NL) | AC:33 FF:23 T:28 | F:+10 R:+11 W+6 | Init +4 | SM +13, Ac/EsAr/Sth +17, Di +20, P(Dance) +19| | Speed 60ft, Swim 30ft | Ki Pool 10/10, Burn 0/6 | KB +15, 5d6+8 | Active conditions:

"I can help. If you're hurt." River offers, extending a hand. "Water can heal too."


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Benedetto Laguardia wrote:
"I'd rather get a bit further away from that mess of mephits before we look for a place to camp," Benedetto says. "Are you up to traveling another mile or two, Zephyr? It won't do any good to try to rest if we keep getting attacked in the middle of the night by more of those things."

Zephyr replies with a weary smile on his face. "If Caller-on-The-Horizon was able to walk the whole of the world in one day just to meet his Son, I believe I can walk a few more miles." Despite his words, he does take Anan's offer of support as the rest of you start to put more distance from the mephit attack.


survival check from Benedetto please to see your progress, and Fort save from Corsa and Zeph to avoid fatigue / exhaustion after injuries


M Ifrit Paladin (Virtuous Bravo, Chosen One) 7/Unchained Rogue 3 | HP 77/92| AC: 23 T: 18 Fl: 17 | CMB: +10 CMD: 28 | F +14 R +14 W +10 | Init +7 | Perc: +5 | Lay on hands 2/6 | Smite Evil 3/3 | Tactitian 1/1 | Panache 3/3

Survival: 1d20 + 11 ⇒ (7) + 11 = 18


Zeph fort: 1d20 + 5 ⇒ (2) + 5 = 7

Zeph, you are exhausted

Suddenly feeling a chill as though all bodily warmth has fled, Zephyr leans more heavily on his companion Anan. "Though the Father's gift are many, dear Anan, I'm afraid this earthly vessel cannot channel his generosity right now. Those mephits were more of a menace than they appeared...demons that hunger for the very air within us."


| HP: 93/93 |AC: 20 (12 Tch, 18 Fl) | CMB: +1, CMD: 13 |F: +9, R: +5, W: +4 | Init: +5 | Perc: +12, Darkvision 60ft| Speed 40ft | Spells: 1st 3/3, 2nd 2/2 [/ooc]|[ooc]Female LG Ifrit (Sunsoul) Bloodrager (Primalist) 9

Fort: 1d20 + 9 ⇒ (10) + 9 = 19


Traveling away from the worst of the craters, the landscape eventually returns to the light woods and farmlands that surround much of Hearth. You do not see any other elens, but there are signs of recent foot traffic - refugees fleeing to Hearth?

Finally, you find a suitable copse of trees surrounding a small pool. The drooping branches create the illusion of security, though you are all too aware of the dangers of the world outside.

You see more signs of recent habitation in this very spot: an old campfire, a few discarded arrows, and a tattered pamphlet.

who takes watches, in what order, etc? We'll update to the next morning after you all settle in.


That night, Gull asks a sleepy question about River's comment from several candles ago. "Can water even heal ifrits? Won't it extinguish them?"


After finishing his camp chores, Drook finds Benedetto later. Shyly, almost afraid he's bothering the knight, he asks, "Could we practice swords? I want to be worthy of the blade."


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HP: 94/114 (0NL) | AC:33 FF:23 T:28 | F:+10 R:+11 W+6 | Init +4 | SM +13, Ac/EsAr/Sth +17, Di +20, P(Dance) +19| | Speed 60ft, Swim 30ft | Ki Pool 10/10, Burn 0/6 | KB +15, 5d6+8 | Active conditions:
The Declarative wrote:
That night, Gull asks a sleepy question about River's comment from several candles ago. "Can water even heal ifrits? Won't it extinguish them?"

"We all have water inside us." River replies with a shrug. "And water can be warm or cold. I think it would work."

She settles down to sleep, holding Gull close, having volunteered to watch the rest of night once she's had the short amount of sleep she needs.


| HP: 93/93 |AC: 20 (12 Tch, 18 Fl) | CMB: +1, CMD: 13 |F: +9, R: +5, W: +4 | Init: +5 | Perc: +12, Darkvision 60ft| Speed 40ft | Spells: 1st 3/3, 2nd 2/2 [/ooc]|[ooc]Female LG Ifrit (Sunsoul) Bloodrager (Primalist) 9

Corsa volunteers for first watch, willing to let River rest however much she needs before getting her own rest.


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for anyone who picks it up, the pamphlet is a ratty publication from Hearth. It uses angry language to denounce the new 'cult' that worships a false aspect of Volcano, and reminds all true believers that the Cauldron Lady is a staid and true protector of those who fear the Dark.


Non-Binary CG Sylph Psychokineticist (Aether) 9 | HP: 30/50 | AC: 12 (12 Tch, 10 Fl) | CMB: +4, CMD: 16 | F: +6, R: +8, W: +8 | Init: +2 | Perc: +12, SM: +12 | Speed 35ft | COND=
The Declarative wrote:
for anyone who picks it up, the pamphlet is a ratty publication from Hearth. It uses angry language to denounce the new 'cult' that worships a false aspect of Volcano, and reminds all true believers that the Cauldron Lady is a staid and true protector of those who fear the Dark.

Zephyr hands the pamphlet to Anan after he has read it, "We will need to be prepared for haters & heretics in Hearth as well it seems. These issues with faith are more wide spread than I had thought."

He turns to Corsa, "Perhaps you would wake both Anan & I when you complete your watch? We will continue."

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