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Game Master Violant

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Skills:
Concentration +4, Craft: Explosives +7, Arcana +7, Engineering +7, History +7, Planes +7, Religion +7, Linguistics +7, Sense Motive +4, Spellcraft +7, UMD +4
Attacks:
[dice=Telekinetic Projectile Attack]d20+2[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+4[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 1; Initiative +2; 11/11 HP; AC 16, Touch 12, FF 14; CMB +3 (4), CMD 15 (16); Fort +6, Ref +4, Will +4; Spells: 1- 1/2; Perception +0

Thraag moves to just shove it in and uses his crowbar to boot.

I would like to take 10 which gets me a 14 on the strength check. If I have to roll see below. If I can use the crowbar to leverage the box it gets me a +2 bonus to 16.

If I have to roll:
Strength: 1d20 + 4 ⇒ (3) + 4 = 7 And thus why taking 10 is better. I Will try again in the next round if I have to roll. Not even the crowbar will save that roll.


Human Mutated Defender Vigilante 1 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +5 | HP 10/12

Narl drinks one of the potions and stows the other.

Cure light wounds: 1d8 + 1 ⇒ (3) + 1 = 4

Anyone can drink the other one right now if they want, but Narl will drink it if they get a moment while fleeing the bank if nobody else wants it.

Turning his attention back to the vault, Narl rushes over to help Thraag heft an ornate box into the bag of holding.

STR: 1d20 + 2 ⇒ (20) + 2 = 22

"I hear the cavalry outside. Time to move!"

Re-reading upthread, it looks like Maximillian scouted the bank's layout before we came in.

"Back door. Lead the way." Narl looks up at the Ratfolk Gunslinger expectantly as he helps Thraag cinch the bag of holding closed and passes it to whomever carried it here.


Human Druid 1 | HP 5/11 | AC 17, T 14, FF 13| CMB +0, CMD 14 | F 4, R 4, W 5 | Init +4, Perc +7

Nodding as he sees the haul disappear in the bag, Dunn gives Narl and his grievous wounds a glance. "I've got something for that when we get a moment to breathe. Leave the potions for now, friend.", he relays as he turns towards the burned, yellowish shrubs surrounding the front of the bank. He raises his hand at the earth, and the yellowish shrubs begin to spring to life and thicken, as if alive.

"Now, we run!", he shouts, as he runs to catch up with the others at the rear exit.

Surge!: 1d20 ⇒ 16
Casting Entangle on the area outside the main gate. Struggling to make the area, but I'm guessing it'd just be where the green stuff and the dirt would be, definitely letting the GM adjudicate this one!


Skills:
Concentration +4, Craft: Explosives +7, Arcana +7, Engineering +7, History +7, Planes +7, Religion +7, Linguistics +7, Sense Motive +4, Spellcraft +7, UMD +4
Attacks:
[dice=Telekinetic Projectile Attack]d20+2[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+4[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 1; Initiative +2; 11/11 HP; AC 16, Touch 12, FF 14; CMB +3 (4), CMD 15 (16); Fort +6, Ref +4, Will +4; Spells: 1- 1/2; Perception +0

Thraag follows along quickly after the others. Once they are well out of sight he uses his hat to shift his appearance into a human in drab clothes.


IG Slides OoA Slides

Date: 2 Gozran, 4722 AR. Fireday. Time: ~7:00 AM. Current forecast in Ironside: Bronzetime. Magic is working normally, folks!

As you leave, the sounds of shouting and signal whistles are heard from the front of the bank and the far eastern and western ends of the alley. Deputy Shieldmarshal Loveless’s voice is heard, shouting commands to create a perimeter around the bank. A shieldmarshal replies, “Yes, Deputy! Right away!”

As the ragtag group of outlaws runs from Loveless and her gang, they approach a scrapyard known as the Wailing scrapyard. Right to the west of you, stands a literal Tower of Trash. Piles of discarded scrap metal, wood, and other garbage mark the edge of a path leading north into the scrapyard. Several bits of debris have recently collapsed into the entrance. Just west, the veritable tower of piled refuse wobbles precariously. The path opens to the north and east into the scrapyard or exits to the south into an alley between two buildings. Shouts and whistles can be heard coming from the direction of the Gold Tank Reserve, to the south.

As soon as you step foot into the scrapyard however, you hear and see a goblin shout in a lightly accented Taldane, "Hey! Longshanks! Shieldmarshals followin' you! Collapse the tower!" To collapse the tower, I'll need two successful rolls, and each of you can only take one roll given the time limit. You can either attempt a DC 10 Knowledge Engineering check to find and push over the weak spots, or a DC 15 Strength Check to just brute-force the whole thing.

Put your character tokens in B1. Ignore the marked position "T", as I'll likely be moving any and all traps to put you guys on your toes, and so I don't have to go to the trouble of fiddling with maps. Those are always a pain!


Skills:
Concentration +4, Craft: Explosives +7, Arcana +7, Engineering +7, History +7, Planes +7, Religion +7, Linguistics +7, Sense Motive +4, Spellcraft +7, UMD +4
Attacks:
[dice=Telekinetic Projectile Attack]d20+2[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+4[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 1; Initiative +2; 11/11 HP; AC 16, Touch 12, FF 14; CMB +3 (4), CMD 15 (16); Fort +6, Ref +4, Will +4; Spells: 1- 1/2; Perception +0

Thraag looks for the right place to push. He loudly declares "Here!" as he pulls out a piece holding up the tower.

Engineering: 1d20 + 7 ⇒ (5) + 7 = 12


Human Mutated Defender Vigilante 1 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +5 | HP 10/12

Once everyone is past, Narl throws his shoulder into where Thraag indicates.

Strength check: 1d20 + 2 ⇒ (15) + 2 = 17


IG Slides OoA Slides

As Thraag and Narl topple the pile of junk, they see Deputy Loveless, a tall, tan-skinned vourinoi elf with gunmetal blue-you hair and mismatched silver and amber eyes. Give me a Knowledge (local) check? She’s turning the corner in the alley chasing after you, accompanied by several shieldmarshals. Deputy Loveless draws her rifle and fires in one fluid motion, targeting Dunn, but her bullet ricochets off a piece of falling debris. Once the debris settles, she shouts from the other side of the rusty scrap heap, “I’m coming after you, and I always hit my target. After I’m done with you, there won’t be enough of your lead-pocked body left to identify. Do you hear me? You’ll pay for crossing Mugland! Pay in blood!”

To the west of you, a ring of old crates surrounds a makeshift campfire in this discrete corner of the junkyard. A complicated contraption
of gears and rods over the campfire forms a spit that can be rotated using two foot pedals attached to a gear. The smell of smoked meat manages to cut through the ambient stench of trash emanating from the scrapyard’s walls. Around the campfire are various patchwork tents and a large pavilion to the south. Piles of scrap surround the camp, conveniently stacked to make climbing to the top easier. A path on the northern edge of the camp leads east into the scrapyard. From there, a gaggle of Goblins, including the one who shouted at you to collapse the tower, surround you once it finally all settles. Some are groveling at your feet, others more confident, asking things such as "Are you here to fight the gnolls?" and “Can you help us? Do you know the shieldmarshals? (They’re mean!) Do you want to speak with Lord Glass?”

One of them in particular speaks up, bejeweled in coloured glass adjourning his leather armor. This, presumably, is Lord Glass, given the glass. [b]“Trusted longshanks,” intones Lord Glass, the bedazzled leader of the scavengers, in stilted Common. “We welcome you to Scrap City and accept your offer of help.” He bows deeply but, weighed down by the countless shards of colored glass lining his clothes, nearly loses his balance and falls off his stack of milk crates which he stands on. He gathers himself and clears his throat. “As promised, if you drive the gnolls away, we promise to give you our best junk. We have a deal?”


Skills:
Concentration +4, Craft: Explosives +7, Arcana +7, Engineering +7, History +7, Planes +7, Religion +7, Linguistics +7, Sense Motive +4, Spellcraft +7, UMD +4
Attacks:
[dice=Telekinetic Projectile Attack]d20+2[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+4[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 1; Initiative +2; 11/11 HP; AC 16, Touch 12, FF 14; CMB +3 (4), CMD 15 (16); Fort +6, Ref +4, Will +4; Spells: 1- 1/2; Perception +0

"How many gnolls are there? What are the doing that makes you want to hire people to deal with them?" Thraag asks.


Human Mutated Defender Vigilante 1 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +5 | HP 10/12

"Goblins," Narl announces. Not too long ago, he would have announced the word with derision, but with his present appearance -- and in his present situation -- he's become a little more tolerant.

Can we tell if we're being followed? Is it reasonable to assume that we're not being tracked? Assuming we're still in danger...

Narl asks, "And where can we lay low?"


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IG Slides OoA Slides

Lord Glass speaks up, gesticulating as he does so with his glass-studded armor, “They come to our scrapyard and attack us. They attack longshanks, too. The shieldmarshals think we attack longshanks, accuse us of killing them. But why would we kill when we have so much good scrap around? Makes no sense. All to say: These murderers are bad for business. And as for hiding out, doesn't your employer have somewhere you can scurry off to? We can sell you a few alchemical items if you need, as well. There are a good few of them, especially with our reduced number, north, over the wall. We put up sharp metal to keep them out, blocked their way with the old ship, the big metal box. We shut them out, but they’re still there. Go, make them gone! The easiest way for longshanks to get there is to go east, around the big metal box and the old ship.”

Remember this is a backported 2e AP, so Goblins are far less prone to being murder hoboes. And no, you're not being followed at all, they might be waiting for you at some point, but they aren't following you into a haunted scrapyard.


Non-Binary Masculine Half-Elf Bonded Witch (Ancestors) [Revolver]

Erryll was, at best, unfamiliar with such well spoken civilized goblins; he had grown up with his relatives stories of "goblin hordes" and this seemed like a long way from that.

"There cartainly is a lot of good scrap here, you are quite blessed your Lordship ..."


Skills:
Concentration +4, Craft: Explosives +7, Arcana +7, Engineering +7, History +7, Planes +7, Religion +7, Linguistics +7, Sense Motive +4, Spellcraft +7, UMD +4
Attacks:
[dice=Telekinetic Projectile Attack]d20+2[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+4[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 1; Initiative +2; 11/11 HP; AC 16, Touch 12, FF 14; CMB +3 (4), CMD 15 (16); Fort +6, Ref +4, Will +4; Spells: 1- 1/2; Perception +0

"Well...we can take a look I guess." Thraag says as he considers the value of having a place to hide out in that the Shieldmarshals did not want to follow them into.


Human Mutated Defender Vigilante 1 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +5 | HP 10/12

Narl turns to the others.

"What do you think? We don't really have any reason to wipe out a pack of gnolls, but doing so would keep us occupied until some of the heat from the Shieldmarshalls dies down."


Human Druid 1 | HP 5/11 | AC 17, T 14, FF 13| CMB +0, CMD 14 | F 4, R 4, W 5 | Init +4, Perc +7

"Well it's all too unwise to get involved in a scrapyard civil war, but I'd rather not pick lead out my hide after going to the wall.", Dunn shrugs. "And besides, it helps to have friends in all places."

He gestures to his gun. "I'll need some time to fix this danged contraption, though."

Vote for ghouls, and fixing the gun takes a minute iirc?


IG Slides OoA Slides

"We only have basic alchemical items, so don't go asking us for the new invention that showed up at Blythir or anything," Lord Glass intones. "And... wait, you aren't the mercenaries Pogi hired? In that case, you'll have to go through the gnolls anyways unless you want to risk tetanus a few times over climbing over scrapheap after scrapheap. In either case, we can get you rare metal if you do it for us, same deal that we would have offered to the hired mercenaries. Oh, and as long as the longshank who was yelling at you doesn't close in on the scrapyard, you should have time to clear out your pistol."

Some Goblins look at you condescendingly, but most of them look at up at you, or at eye level with the Ratfolk, with some glimmer of hope in their eyes.

Blegh, came down with something again. What would you like to do?


Skills:
Concentration +4, Craft: Explosives +7, Arcana +7, Engineering +7, History +7, Planes +7, Religion +7, Linguistics +7, Sense Motive +4, Spellcraft +7, UMD +4
Attacks:
[dice=Telekinetic Projectile Attack]d20+2[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+4[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 1; Initiative +2; 11/11 HP; AC 16, Touch 12, FF 14; CMB +3 (4), CMD 15 (16); Fort +6, Ref +4, Will +4; Spells: 1- 1/2; Perception +0

"We need to lie low for a bit while our companion looks after his gear. Then we will go and see the gnolls. If they are just wildly attacking people, we will likely need to deal with it. Perhaps you could show my companions this new invention that showed up. It might give him great ideas on how to fix his equipment to stop the gnolls." Thraag says.

diplomacy: 1d20 ⇒ 18


IG Slides OoA Slides

"We only heard about the explosion from Monsie, we don't have that thing on us! We'd be absolutely rich if we did, though!" one of the Goblins says, seemingly warming up to you as she grins.


Human Mutated Defender Vigilante 1 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +5 | HP 10/12

Narl turns to Dunn.

"You said you could provide healing? Let us know when your gun is fixed, and we'll head out."


Skills:
Concentration +4, Craft: Explosives +7, Arcana +7, Engineering +7, History +7, Planes +7, Religion +7, Linguistics +7, Sense Motive +4, Spellcraft +7, UMD +4
Attacks:
[dice=Telekinetic Projectile Attack]d20+2[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+4[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 1; Initiative +2; 11/11 HP; AC 16, Touch 12, FF 14; CMB +3 (4), CMD 15 (16); Fort +6, Ref +4, Will +4; Spells: 1- 1/2; Perception +0
GM Violant wrote:
"We only heard about the explosion from Monsie, we don't have that thing on us! We'd be absolutely rich if we did, though!" one of the Goblins says, seemingly warming up to you as she grins.

Does Thraag know where Monsie is or what it might be? Is this the university?


IG Slides OoA Slides

Monsie's a Goblin, none of you know anything about them. Could ask.


Skills:
Concentration +4, Craft: Explosives +7, Arcana +7, Engineering +7, History +7, Planes +7, Religion +7, Linguistics +7, Sense Motive +4, Spellcraft +7, UMD +4
Attacks:
[dice=Telekinetic Projectile Attack]d20+2[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+4[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 1; Initiative +2; 11/11 HP; AC 16, Touch 12, FF 14; CMB +3 (4), CMD 15 (16); Fort +6, Ref +4, Will +4; Spells: 1- 1/2; Perception +0

"Interesting, I would love to hear this tale. Where would we find Monsie?" Thraag asks.


IG Slides OoA Slides

"Monsie could tell you better. We thought longshanks would have heard of the explosion at the college by now? Monsie said it was a big deal!" another Goblin, not Lord Glass himself, says, before Lord Glass comes in and interrupts, "Monsie’s the smartest Nailgobbler of all, an inventor. She makes lots of things: bombs, yummy drinks, tools, foot crank for the fire pit. She went to fight the gnolls but hasn’t come back. Wef ear the worst. Please find her. Please tell us she’s okay. We miss Monsie." You can tell in his voice that he's genuine, and that the inventor is dearly missed.


Human Mutated Defender Vigilante 1 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +5 | HP 10/12

If anyone asks Narl if they should rescue Monsie, he'll shrug and say, "Probably a good idea."

"How's that gun coming, Dunn? We need to get moving."


IG Slides OoA Slides

Assuming you clear the gun with either Maximillian doing it to save time.

As you head to the right (area B3/B4), you see a large winch-driven crane towering over the piles of discarded machinery. The crane’s base is totally entrenched
in debris, and rust pits its arm. In the crane’s cockpit, the control panel’s faceplate has been removed, exposing the gears and mechanisms behind the foot pedals and long rusty levers. A wall of debris looms to the south, extending east and west. The open stone to the north is flooded with oily water.

You can attempt a DC 13 Engineering check to operate the crane to move a grate to drain the pond of oily water, or perhaps even try to swim across it (DC 15 Check) and risk getting sick or drowning. Also, make a perception check, if you would?

GM Screen:

1d20 + 7 ⇒ (9) + 7 = 16


Human Mutated Defender Vigilante 1 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +5 | HP 10/12

1d8 + 1 ⇒ (4) + 1 = 5

If Dunn returns, disregard the above. If not, the above is the second healing potion Narl obtained, and he drinks it before heading out.

Narl stops at the clearing and assesses the situation.

"That crane has seen better days, but maybe we could use it. Anybody know how those things work?"

The only person trained in Engineering is Maximillian, but he hasn't posted since the end of March. I still can't see Erryll's character sheet, but a version of it in the Recruitment thread didn't have the skill.

Is area B2 where we talked to the goblins?


Skills:
Concentration +4, Craft: Explosives +7, Arcana +7, Engineering +7, History +7, Planes +7, Religion +7, Linguistics +7, Sense Motive +4, Spellcraft +7, UMD +4
Attacks:
[dice=Telekinetic Projectile Attack]d20+2[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+4[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 1; Initiative +2; 11/11 HP; AC 16, Touch 12, FF 14; CMB +3 (4), CMD 15 (16); Fort +6, Ref +4, Will +4; Spells: 1- 1/2; Perception +0

Engineering: 1d20 + 7 ⇒ (11) + 7 = 18

Perception: 1d20 ⇒ 12

Thraag moves to operate the crane and avoid the oily water.

I have Engineering.


Human Mutated Defender Vigilante 1 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +5 | HP 10/12
Thraag the Younger wrote:
I have Engineering.

I missed that, sorry.


IG Slides OoA Slides

B2 is where you talked to the Goblins, yes.

As soon as Thraag drains the pool of rust-water, a creature emerges from it. It's a throbbing glob of reddish-brown material, sitting just where the grate that was removed is. Secondly, you hear a cacophony of buzzing and skittering as a Goblin begins frantically waving his arms and shouting, "ACK! THE COCKROACH SWARM! MONSIE USUALLY PLACATES THE THING," he screeches as it emerges from the underside of the crane that Thraag is operating.

Erryll Initative (get a statblock): 1d20 + 1 ⇒ (17) + 1 = 18
Dunn Initiative: 1d20 + 4 ⇒ (7) + 4 = 11
Max Initiative: 1d20 + 7 ⇒ (5) + 7 = 12
Narl Initiative: 1d20 + 1 ⇒ (1) + 1 = 2
Thraag Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Rust Ooze Initiative: 1d20 - 4 ⇒ (19) - 4 = 15
Cockroach Swarm Initiative: 1d20 + 2 ⇒ (4) + 2 = 6

Initiative Order: Erryll, Rust Ooze, Max, Dunn, Thraag, Cockroach Swarm, Narl. Erryll, you're up! IF need be, I'll bot Max and Dunn if they don't respond in time. Fun fact about Swarms in 2e! They aren't immune to weapon damage. Another fun fact about Diminuitive Swarms in 1e: they are. Magic is on, but you can also find a different way to placate the swarm.


Non-Binary Masculine Half-Elf Bonded Witch (Ancestors) [Revolver]

Clearly revolted, Erryll pulls out his revolver, spins the chamber, and speaks softly in Elvish ...

FORT: 1d20 ⇒ 1
BurningHandsDMG: 1d4 ⇒ 2

Cone starts in the square just below Erryll, passing between Thrrraag and the swarm very closely


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IG Slides OoA Slides

The cockroaches are all singed and burned by the flame, some of them still on fire, as the swarm shrinks a tad bit in size as a few die off. The ooze composed of rust itself slithers its way over to the witch Erryll, "smelling" the metal, as it attempts to wrap a pseudopod around the hand holding the metal object.

Pseudopod: 1d20 + 5 ⇒ (4) + 5 = 9

Erryll dodges deftly the rusty "arm" the creature has created, avoiding whatever damage it can cause, and whatever disease it might invite on the half-elf. Chatter can be heard among the cowering goblins, one of them even says something along the lines of "Should one of us feed the things?" responded by a starsh, stern response from their leader in the form of a guttural "DO YOU WANT TETANUS FROM THAT RUSTY BLOB?"

The rest of you, with the exception of Narl, are up! I'll bot people if necessary.


Skills:
Concentration +4, Craft: Explosives +7, Arcana +7, Engineering +7, History +7, Planes +7, Religion +7, Linguistics +7, Sense Motive +4, Spellcraft +7, UMD +4
Attacks:
[dice=Telekinetic Projectile Attack]d20+2[/dice] [dice=Telekinetic Projectile Damage]d6[/dice] [dice=Spiked Chain Attack]d20+4[/dice][dice=Spiked Chain Damage]2d4+6[/dice]
CG Occultist 1; Initiative +2; 11/11 HP; AC 16, Touch 12, FF 14; CMB +3 (4), CMD 15 (16); Fort +6, Ref +4, Will +4; Spells: 1- 1/2; Perception +0

Thraag cries out as the swarm comes right at him and a burst of magic sends a blast of flame at it.

I get +1 Fire damage for the Evocation focus. Can we affect the swarm with weapon damage or is it too small?

Burning Hands DC 14 Reflex for Half Damage: 1d4 + 1 ⇒ (2) + 1 = 3


IG Slides OoA Slides

Too Small.


IG Slides OoA Slides

Botting Dunn and Maximillian

Dunn and Maximillian both take aim at the rust ooze and fire roughly simultaneously, with the ratfolk rotating his barrel to get the pistol to a chamber that actually has a bullet, with the druid instead firing a shot from a far enough distance to see the entire thing go wide.

Dunn Pistol: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5
Maximillian Pepperbox: 1d20 + 7 ⇒ (8) + 7 = 15

Max's short, however, hits true and the bullet corrodes as it seems to hit the creature. The swarm, however, starts to gnaw on Thraag as he deals with a distracting amount of bites and flying insects. This would provoke, but they're all Diminuitive so no weapon attacks can do anything.

Swarm: 1d6 ⇒ 3 Thraag takes 3 damage

The goblins start shouting towards the group of you while Thraag is being practically eaten alive by thousands of cockroaches, "Hey, longshanks! Got any food to toss to the critters," Lord Glass frantically screeches at the top of his lungs trying to get your attention.

Narl and Erryll, you're up! Sorry for the wait, I was seeing if one of those two responded.


Human Mutated Defender Vigilante 1 ~ AC 21 (t 11, ff 20) | F+3, R+3, W+3 | Init +1, Per +5 | HP 10/12

Narl tears his eyes away from the rusty horror that's come out of the grate, turning to see Thraag covered in roaches.

GM Violant wrote:
The goblins start shouting towards the group of you while Thraag is being practically eaten alive by thousands of cockroaches, "Hey, longshanks! Got any food to toss to the critters," Lord Glass frantically screeches at the top of his lungs trying to get your attention.

Not seeing how his sword is going to do well fighting either of these monstrosities, Narl digs some jerky (trail rations) out of his pouch and breaks and crumbles it, hoping the smell will attract the roaches away from Thraag. He'll throw some into the swarm.


Non-Binary Masculine Half-Elf Bonded Witch (Ancestors) [Revolver]
Narl Smathok wrote:

Narl tears his eyes away from the rusty horror that's come out of the grate, turning to see Thraag covered in roaches.

GM Violant wrote:
The goblins start shouting towards the group of you while Thraag is being practically eaten alive by thousands of cockroaches, "Hey, longshanks! Got any food to toss to the critters," Lord Glass frantically screeches at the top of his lungs trying to get your attention.
Not seeing how his sword is going to do well fighting either of these monstrosities, Narl digs some jerky (trail rations) out of his pouch and breaks and crumbles it, hoping the smell will attract the roaches away from Thraag. He'll throw some into the swarm.

Erryll points the barrel of his revolver at the jerky, hoping the roaches will take the bait. There was a little more fire to be had if they did ...

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