GM Cellion's Rusthenge + Seven Dooms for Sandpoint Double Feature

Game Master Cellion

INIT (perception):
[dice=Morga]d20+10[/dice]
[dice=Vildran]d20+6[/dice]
[dice=San]d20+7[/dice]
[dice=Autumn]d20+7[/dice]

SRD Maps|SRD Handouts
San's Loot Log


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Male Elf (Whisper) Fighter 4 | HP 46/46 | AC 21 | F +8 R +12 W +8 | Perc +8 | Stealth +10 | speed 30 | Hero 0/3 | Active Conditions:

Reactive Strike vs yellow

Fist (E): 1d20 + 11 ⇒ (15) + 11 = 26
Damage: 1d4 + 3 ⇒ (4) + 3 = 7


F Dwarf (Ancient-Blooded) Warpriest Cleric 4 | HP 35/50 | AC 21/23 | Shield 64/64 | F +10 R +7 W +12 | Perc +10 | Stealth +7 | Exploration: Defend | ◇◆↺ | Speed 20 | Hero 1/2 | wand 1 | spells Font 1/4; 1 3/3; 2 3/3 | Active Conditions: Bronze Bull Pendant, wounded 2, Prone

Seems like we'll need this, Morga muses as she begins casting Bless, hoping the cultist right in front of her is too focused on San to stab her while she does so. Quickly she pulls her shield back up to protect herself.

Morga will ↺ Shield Block the next Strike against her.

◆◆ Cast a spell, ◆ Raise Shield, ↺ Shield Block


Male Elf (Whisper) Fighter 4 | HP 46/46 | AC 21 | F +8 R +12 W +8 | Perc +8 | Stealth +10 | speed 30 | Hero 0/3 | Active Conditions:

San retreats past Morga and aims his bow at the cultists that tried to surround him, firing two more arrows.

C Longbow(E): 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14
Damage: 1d8 + 1 ⇒ (6) + 1 = 7

C Longbow(E): 1d20 + 12 - 5 - 2 ⇒ (6) + 12 - 5 - 2 = 11 Assisting Shot
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Stride, Strike, Assisting Shot; Target Yellow then Red.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 + 8 ⇒ (9) + 8 = 17
1d20 + 8 ⇒ (2) + 8 = 10
-
1d20 + 8 ⇒ (13) + 8 = 21 1d4 + 6 ⇒ (4) + 6 = 10
1d20 + 7 - 2 ⇒ (20) + 7 - 2 = 25 1d4 + 4 ⇒ (3) + 4 = 7
1d20 + 1 ⇒ (7) + 1 = 8 1d4 + 4 ⇒ (3) + 4 = 7
-
1d20 + 8 ⇒ (9) + 8 = 17 1d4 + 6 ⇒ (1) + 6 = 7
1d20 + 4 ⇒ (12) + 4 = 16 1d4 + 6 ⇒ (2) + 6 = 8
San's fist catches yellow in the jaw as the cultist runs past, slowing but not stopping him. Both yellow and blue cry out as electricity arcs from one to the other. The sparks barely subside before Autumn catches blue with a solid phase bolt. None of the cultists fall, but blue and yellow look badly injured. While Morga takes up her defensive and supportive position, San attempts to finish off the foes but both his shots go off target.

The blue and yellow cultists whip themselves into a frenzy, shouting "For Xar-Azmak! For Meitremar!" Red and blue rush forward to surround Vildran, slashing and stabbing at the wizard. He's caught off-guard by the viciousness of their assault. One dagger catches him in the shoulder while the other plunges into his back (10 dmg followed by a crit for 14 dmg. Unfortunately it looks like that's exactly enough to KO and bring you to dying 2). Yellow strikes at Morga, but can't breach her defenses.

The Brass Belimarius casts another spell, seemingly on itself, then reaches back and draws a long, gleaming brass halberd from what seems to be a compartment along its spine. It stays in cover.

|||| INIT ||||
Morga
Vildran (24 dmg, prone, dying 2)
Autumn (Rust Creep Stg1)
San (12 dmg)

Blue Cultist (15 dmg, frenzied)
Red Cultist (frightened 1)
Yellow Cultist (14 dmg, frenzied)
Brass Belimarius (20 dmg, mystic armor, ???)


Human Sorcerer 4 | HP 31/36 | AC 21| Fort +7, Ref +9, Will +9 | Perc +7 | Stealth +8 | Speed: 25' | Exploration: Avoid Notice +8 | Conditions: n/a | ◆◇↺ | Spells: 2/4 1st rank, 2/4 2nd rank, 1/1 focus, 1/1 OE, Wand of Fear | Hero 1/3

Whatever safety Autumn had felt when San acted as a bulwark collapses, just like the surrounded wizard. Instinctively she thrusts another phase bolt at the cultist in front of her, then summons a faintly glowing shield for protection.
Phase Bolt attack & damage (P): 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 294d4 ⇒ (3, 2, 2, 2) = 9

Meanwhile, Vildran’s crumpled form lies motionless in a slowly expanding pool of blood, though the flow is only a trickle now.
Recovery check for Vildran: 1d20 ⇒ 14 Vildran has improved to Dying 1

◆◆Cast Phase Bolt at Blue
◆Cast Shield (AC is now 20)
↺Shield Block


F Dwarf (Ancient-Blooded) Warpriest Cleric 4 | HP 35/50 | AC 21/23 | Shield 64/64 | F +10 R +7 W +12 | Perc +10 | Stealth +7 | Exploration: Defend | ◇◆↺ | Speed 20 | Hero 1/2 | wand 1 | spells Font 1/4; 1 3/3; 2 3/3 | Active Conditions: Bronze Bull Pendant, wounded 2, Prone

Keeping her shield up, Morga casts Stabilize on Vildran. It seems like a waste of a good healing spell to raise him from the dead when he's surrounded and will be cut down again in a flash. She's worried about Autumn on the stairs, though. At least only one of them can get at her at a time, she internally grumbles, worrying like an old hen.

Morga will ↺ Shield Block the next Strike that would hit her.

◆ Raise shield (AC 22), ◆◆ Cast a spell, ↺ Shield Block


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

San, you're doubled up.

GM Screen:
1d20 + 7 - 1 ⇒ (18) + 7 - 1 = 24 1d4 + 4 ⇒ (2) + 4 = 6
1d20 + 7 - 5 ⇒ (15) + 7 - 5 = 17 1d4 + 4 ⇒ (2) + 4 = 6
1d20 + 8 ⇒ (10) + 8 = 18 1d4 + 6 ⇒ (3) + 6 = 9
1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23 1d4 + 6 ⇒ (2) + 6 = 8
The blue cultist is blown off his feet by a powerful phase bolt from Autumn. He crumples to the ground several feet away. While Morga stabilizes Vildran, San takes aim.

The red cultist steps over Vildran's limp form to rush after Autumn on the stairs. He swings his dagger wildly, getting past her defenses once, though she uses her magical barrier to ablate almost all of the stab (1 dmg gets through after shield block). To the other side, the frenzied yellow cultist gets a slash in toward a gap in Morga's armor, but she interposes her shield at the last moment and blocks. (3 dmg goes through to Morga and her shield)

Over to the west, the Brass Belimarius finally advances. It casts a spell, pointing at Autumn, who feels a bubble of fear well up within her.

Autumn Will: 1d20 + 8 ⇒ (12) + 8 = 20

Her resolve falters as she becomes frightened (2).

|||| INIT ||||
Morga (3 dmg)
Vildran (24 dmg, prone, unconscious)
Autumn (1 dmg, frightened 2, Rust Creep Stg1)
San (12 dmg) x2

Red Cultist
Yellow Cultist (14 dmg, frenzied)
Brass Belimarius (20 dmg, mystic armor, ???)


Male Elf (Whisper) Fighter 4 | HP 46/46 | AC 21 | F +8 R +12 W +8 | Perc +8 | Stealth +10 | speed 30 | Hero 0/3 | Active Conditions:

Setting his feet, San takes aim at the cultist he can see.

C Longbow(E): 1d20 + 12 ⇒ (5) + 12 = 17
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

C Longbow(E): 1d20 + 12 - 5 ⇒ (11) + 12 - 5 = 18
Damage: 1d8 + 1 ⇒ (7) + 1 = 8

PB Stance, Strike, Assisting shot or Stride if yellow goes down.


Male Elf (Whisper) Fighter 4 | HP 46/46 | AC 21 | F +8 R +12 W +8 | Perc +8 | Stealth +10 | speed 30 | Hero 0/3 | Active Conditions:

Hoping to distract the golem thing from the rest of the group, San dashes out from the alcove. Getting away, he fires back at the cultist threatening Autumn.

Stridex2 (provoke reactive strike?), Strike

C Longbow(E): 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 1d8 + 1 ⇒ (2) + 1 = 3


Human Sorcerer 4 | HP 31/36 | AC 21| Fort +7, Ref +9, Will +9 | Perc +7 | Stealth +8 | Speed: 25' | Exploration: Avoid Notice +8 | Conditions: n/a | ◆◇↺ | Spells: 2/4 1st rank, 2/4 2nd rank, 1/1 focus, 1/1 OE, Wand of Fear | Hero 1/3

Autumn’s shimmering force shield cracks and splinters, disappearing as an orange leaf falls and fades from her tree tattoo. A trickle of blood runs down from where the dagger pierced her arm. But far worse is the sudden fear that seizes her. She trembles—her body, her mind, her soul—as visions and memories flicker in her mind. The sinspawn had trapped her on these very stairs, and now it seems as if every single foe is focused on her.

But seeing San run past the animated statue, trying to draw its attention away from her, the sorceress snaps out of her quaking paralysis. A dark aura surrounds her as one eye seems to melt into oozing midnight, and with a silent curse she hexes the cultist before her. But she’s not done yet—unsated malice quivers around her like an ominous cloak as she unleashes a phase bolt into the man’s chest.

Phase Bolt attack & damage (P): 1d20 + 9 - 2 ⇒ (10) + 9 - 2 = 174d4 ⇒ (2, 1, 4, 3) = 10

◆Cast Jealous Hex on Red; Will save DC 17
◆◆Cast Phase Bolt at Red
Blood Magic (Retributive Spite) is active: the first creature that damages Autumn must make a basic Will save (DC 18) for 8 mental damage.


F Dwarf (Ancient-Blooded) Warpriest Cleric 4 | HP 35/50 | AC 21/23 | Shield 64/64 | F +10 R +7 W +12 | Perc +10 | Stealth +7 | Exploration: Defend | ◇◆↺ | Speed 20 | Hero 1/2 | wand 1 | spells Font 1/4; 1 3/3; 2 3/3 | Active Conditions: Bronze Bull Pendant, wounded 2, Prone

Keeping her shield raised, Morga growls at the yellow-robed cultist: "You smell like daisies, pretty boy." Hoping that odd comment confuses him for a second, she grabs her hammer and smashes his kneecap.

+1 cold iron light hammer, Bless: 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19
Bludgeoning damage: 1d6 + 3 ⇒ (2) + 3 = 5

Morga will ↺ Shield Block the next Strike that would hit her.

◆ Raise Shield (AC 22), ◆ Interact, ◆ Strike, ↺ Shield Block


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 + 4 ⇒ (9) + 4 = 13
1d20 + 7 ⇒ (19) + 7 = 26 1d4 + 5 ⇒ (2) + 5 = 7
1d20 + 4 ⇒ (15) + 4 = 19
-
1d20 + 15 ⇒ (3) + 15 = 18 2d10 + 4 ⇒ (6, 7) + 4 = 17
1d20 + 15 - 5 ⇒ (16) + 15 - 5 = 26 2d10 + 4 ⇒ (1, 10) + 4 = 15
The yellow cultist falls as two arrow shafts sprout in his chest. The Brass Belimarius doesn't respond as San rushes past, giving him a free angle to fire an arrow back at the red cultist. His shot lands, but it's a fairly light hit. On the stairs, Autumn successfully hexes the remaining cultist, before striking him with a point-blank phase bolt. And Morga, finding herself freed up, steps over to deliver a blow of her own with a hammer. The red cultist is badly hurt and enfeebled, but somehow continues to stand after that assault.

The cultist gasps "You'll never- you won't stop Mei- Meitremar. Our time- is finally here-" as he slashes at Autumn. His first slash lands, delivering a painful cut (7 dmg) but he never gets to make a second as a retributive mental blast from Autumn takes him out.

You're left facing only the brass figure. It hesitates a moment as it selects between threats, then creakily strides toward San with halberd at the ready. It swings the traditional Runelord weapon in great arcs. San ducks under the first swing, but the second cuts across his torso, revealing that the brass creature has just as much strength as it has magical proficiency. (15 dmg)

|||| INIT ||||
Morga (3 dmg)
Vildran (24 dmg, prone, unconscious)
Autumn (8 dmg, frightened 1, Rust Creep Stg1)
San (27 dmg)

Brass Belimarius (20 dmg, mystic armor, ???)


Human Sorcerer 4 | HP 31/36 | AC 21| Fort +7, Ref +9, Will +9 | Perc +7 | Stealth +8 | Speed: 25' | Exploration: Avoid Notice +8 | Conditions: n/a | ◆◇↺ | Spells: 2/4 1st rank, 2/4 2nd rank, 1/1 focus, 1/1 OE, Wand of Fear | Hero 1/3

“So sad,” Autumn scoffs at the dying cultist and his desperate words, even as she grimaces at the bloody gash on her leg. There is something so reassuringly right about his own attack striking him down through magical retaliation.

Unfortunately the animated statue lives (?) in an entirely different realm from the cultists. Is it a construct like the clockwork serpents? How does it know magic? Out of range, and with no idea what it is, she appeals to the only one who might know. Focusing on her arcane tattoo, she reaches into the wizard’s mind and coaxes him back to consciousness.

Soothe HP for Vildran with Sorcerous Potency: 1d10 + 4 + 1 ⇒ (4) + 4 + 1 = 9

“Vildran!” She points urgently at the brass creature menacing San. Do something! Now!” she commands, trying to spur the elf to immediate action. “How do we stop it?”

To Morga on the other side, she quickly adds “Use your dart spell,” worried that the dwarf would charge into melee and ruin the whole point of San’s maneuver to protect them. “I’ll distract it.”

◆◆Cast Soothe on Vildran
◆Cast Message as part of an attempt to aid Morga. Her goal is to distract the creature (along the lines of Create a Diversion)
Aid Morga’s attack by whispering “Behind you. Xar-Azmak is here.”

Deception (Aid): 1d20 + 11 ⇒ (14) + 11 = 25


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male elf (ancient) wizard (ars grammatica, sorcerer) 3 | ♥9/24 | ⛨18* (mystic armor) | F +5, R +7, W +7; +1 vs emotion effects (S is CS) | Perc +5; low-light vision | 30ft | Explore: Detect Magic (Arcana +11) | wizard spells 2 ☐blazing bolt, ☐invisibility, ☐translate; spells 1 ☐befuddle ☐command ☐force barrage ☑mystic armor | ☐drain bonded item | staff slots☐; spells 1 breathe fire ∞ignition | wands: ☐breath fire ☐grease | focus☑ | ⚕ None

Vildran’s eyes flutter open. For a moment he lies in a daze, trying to regain his bearings, but Autumn’s imperative whips him into decisive action. Seeing his fellow elf threatened by the brass statue, he quickly conjures an orb of freezing cold around the creature, hoping to weaken and crack the metal being.

Frostbite (cold): 3d4 ⇒ (3, 3, 4) = 10

Then he tries to figure out the best way to fight this thing.

◆◆Cast Frostbite (basic Fort save DC 19)
◆Recall Knowledge (Is it vulnerable or resistant to anything, besides Piercing?): Crafting +9


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

In general, Aid should be with a similar skill or roll to what you're trying to assist with. Other substitutions (like deception in this case) are fine, but they'll be against a higher DC. Things like the One for All feat let you circumvent this and use Diplomacy for example in all circumstances without penalty.

GM Screen:
2d20 ⇒ (3, 11) = 14
While Vildran's frostbite takes effect, he thinks on what this creature might be and realizes that it's some kind of clockwork construct. While this one is quite Unique, he recalls that clockwork constructs of this type are resilient against most physical harm that isn't adamantine or bludgeoning, but are vulnerable to electricity.

Morga and San still up, but I figure you'll want this info.


F Dwarf (Ancient-Blooded) Warpriest Cleric 4 | HP 35/50 | AC 21/23 | Shield 64/64 | F +10 R +7 W +12 | Perc +10 | Stealth +7 | Exploration: Defend | ◇◆↺ | Speed 20 | Hero 1/2 | wand 1 | spells Font 1/4; 1 3/3; 2 3/3 | Active Conditions: Bronze Bull Pendant, wounded 2, Prone
Autumn wrote:

To Morga on the other side, she quickly adds “Use your dart spell,” worried that the dwarf would charge into melee and ruin the whole point of San’s maneuver to protect them. “I’ll distract it.”

◆Cast Message as part of an attempt to aid Morga. Her goal is to distract the creature (along the lines of Create a Diversion)
↺Aid Morga’s attack by whispering “Behind you. Xar-Azmak is here.”

Why *that* spell? Morga wonders incredulously, as it's obvious from San's arrows that poking it won't do much. Instead, she slips through the door to get close enough to cast Haunting Hymn on the metal "man".

Sonic damage: 1d8 ⇒ 1
DC 19 basic Fort save

Only then does she see how bad San's wound is. Oh. *That's* why Autumn wanted that spell. I'd stay farther back. ... Oops.

◆ Stride, ◆◆ Cast a spell


Male Elf (Whisper) Fighter 4 | HP 46/46 | AC 21 | F +8 R +12 W +8 | Perc +8 | Stealth +10 | speed 30 | Hero 0/3 | Active Conditions:

Seeing the thing doesn't react as l he dashed by the first time, San does it again to get back to his teammates. Taking careful aim, he loses Another arrow before taking a deep breath and reaching for the long hammer.

Stridex2, Strike

C Longbow(E): 1d20 + 12 ⇒ (13) + 12 = 25
Damage: 1d8 + 1 ⇒ (6) + 1 = 7


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 ⇒ 3
-
1d20 + 15 ⇒ (11) + 15 = 26 2d10 + 4 ⇒ (3, 4) + 4 = 11
1d20 + 10 ⇒ (16) + 10 = 26 2d10 + 4 ⇒ (7, 10) + 4 = 21
With Vildran back up (though still lying on the floor), he's able to deliver a burst of cold that envelops the brass defender. The spell seems effective - the construct creaks and cracks under the frost. A sonic wave from Morga and an arrow from San both chip away at the foe further but don't deliver serious damage.

In turn the Brass Belimarius strides forward, halberd twirling as it does. Morga is caught in its path and suffers for it. One end of the halberd smashes into her gut while the other carves a gash across her upper torso. (11 dmg and 21 dmg)

|||| INIT ||||
Morga (35 dmg)
Vildran (15 dmg, prone)
Autumn (8 dmg, Rust Creep Stg1)
San (27 dmg)

Brass Belimarius (32 dmg, mystic armor, ???)


male elf (ancient) wizard (ars grammatica, sorcerer) 4 | ♥30 | ⛨19* (mystic armor) | F +6, R +8, W +8; +1 vs emotion effects (S is CS) | Perc +6; low-light vision | 30ft | Explore: Detect Magic (Arcana +12) | wizard spells 2 ☐dispel magic ☐revealing light ☐translate ☐web; spells 1 ☐befuddle ☐command ☐illusory object ☑mystic armor | ☐drain bonded item | sorcerer spells 1st☑ | staff slots☑ | wands ☐breath fire ☐fear ☐grease | focus☐ | ⚕ None

Is that essentially the extent of what he gets from recall knowledge?

Thinking he's actually on to something, Vildran stands with confidence.

◆ Stand

The familiar freezing orb manifests around the construct again.

◆◆ Cast a spell: Frostbite
Cold damage, DC19 basic fortitude: 3d4 ⇒ (3, 4, 2) = 9
On a critical failure, the target also gains weakness 1 to bludgeoning until the start of your next turn.


Male Elf (Whisper) Fighter 4 | HP 46/46 | AC 21 | F +8 R +12 W +8 | Perc +8 | Stealth +10 | speed 30 | Hero 0/3 | Active Conditions:

San finishes his motion, taking the warhammer to hand and stowing his bow. Striding over to try to flank the thing, he strikes out and with his momentum, he tries to trip the thing up.

Warhammer (E): 1d20 + 11 ⇒ (3) + 11 = 14
Damage, Bludgeoning: 1d8 + 3 ⇒ (4) + 3 = 7

Athletics (T): 1d20 + 8 - 5 ⇒ (13) + 8 - 5 = 16

Stride, Strike, Trip || Really hoping it's reflex isn't nearly as good at its AC.

Reactive Strike?
Warhammer (E): 1d20 + 11 ⇒ (4) + 11 = 15
Damage, Bludgeoning: 1d8 + 3 ⇒ (5) + 3 = 8


F Dwarf (Ancient-Blooded) Warpriest Cleric 4 | HP 35/50 | AC 21/23 | Shield 64/64 | F +10 R +7 W +12 | Perc +10 | Stealth +7 | Exploration: Defend | ◇◆↺ | Speed 20 | Hero 1/2 | wand 1 | spells Font 1/4; 1 3/3; 2 3/3 | Active Conditions: Bronze Bull Pendant, wounded 2, Prone

Nearly dead, Morga heals herself, then tries to smash the Brass Belimarius's kneecap with her hammer.

◆◆ Heal on Morga, 2nd rank: 2d8 + 16 ⇒ (1, 2) + 16 = 19
She's at 21/40 now.

+1 cold iron light hammer: 1d20 + 8 ⇒ (7) + 8 = 15
Bludgeoning damage: 1d6 + 3 ⇒ (4) + 3 = 7

◆ Strike, ◆◆ Cast a spell


Human Sorcerer 4 | HP 31/36 | AC 21| Fort +7, Ref +9, Will +9 | Perc +7 | Stealth +8 | Speed: 25' | Exploration: Avoid Notice +8 | Conditions: n/a | ◆◇↺ | Spells: 2/4 1st rank, 2/4 2nd rank, 1/1 focus, 1/1 OE, Wand of Fear | Hero 1/3

Autumn suppresses a worried gulp as she watches the brass Belimarius tear Morga apart with two vicious slashes—it’s a wonder the dwarf is still standing. But the cleric remains on her feet, with several wounds miraculously healed, and with two allies occupying the statue’s attention, the sorceress risks sneaking closer—although the stairway is her lifeline to a hasty exit, there’s absolutely no room to maneuver, and she doesn’t like the feeling of being trapped. Once she feels the bolstering reassurance of Morga’s aura, she thrusts a phase bolt at the metal construct.

Phase Bolt attack & damage (P): 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 204d4 ⇒ (2, 2, 2, 2) = 8
◆Stride
◆◆Cast Phase Bolt

Should Morga’s attack modifier be +10 instead of +8? I calculate 2 (trained) +3 (level) +3 (strength) +1 (magic item) +1 (bless) = +10


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Vildran, that was the answer to the question Autumn-as-Vildranbot posted. No crit success for bonus info, unfortunately.
I think you're missing a Swap action San. I'll assume that rather than the trip.

GM Screen:
1d20 + 11 ⇒ (19) + 11 = 30
-
1d20 + 15 ⇒ (4) + 15 = 19 2d10 + 4 ⇒ (9, 7) + 4 = 20
The clockwork guardian braces itself against the orb of cold this time, enduring the attack without any visible harm. San moves in with his warhammer this time, but the foe deflects his swing. Morga too retaliates after healing herself, but her strike glances off the hard metal plates of the construct. Even Autumn, with her reliable phase bolt, finds her attack warded off by the construct's mystic armor.

The Brass Belimarius stabs out with its halberd at San and he just barely manages to turn aside in time. It follows by casting a wave of dizzying color out at Vildran and Autumn. The moment it takes to cast the spell serves to give San an opening, but he isn't able to solidly connect.

Vildran Will: 1d20 + 7 ⇒ (20) + 7 = 27
Autumn Will: 1d20 + 8 ⇒ (10) + 8 = 18

Vildran entirely shrugs the spell off, but Autumn becomes momentarily dizzy (dazzled for 1 rd).

|||| INIT ||||
Morga (16 dmg)
Vildran (15 dmg)
Autumn (8 dmg, dazzled 1rd, Rust Creep Stg1)
San (27 dmg)

Brass Belimarius (32 dmg, mystic armor, ???)


Human Sorcerer 4 | HP 31/36 | AC 21| Fort +7, Ref +9, Will +9 | Perc +7 | Stealth +8 | Speed: 25' | Exploration: Avoid Notice +8 | Conditions: n/a | ◆◇↺ | Spells: 2/4 1st rank, 2/4 2nd rank, 1/1 focus, 1/1 OE, Wand of Fear | Hero 1/3

Foiled by the construct’s impenetrable metal armor, and unable to clearly see it through the colored spots dancing in her vision, Autumn quickly changes tactics. Rather than conjuring a concentrated phase bolt that judders through space and time, she allows the vibrations to spread outward, forming an inaudible cone of powerful, jarring static.

HH sonic damage: 1d8 ⇒ 5

Then, while trying to blink away the dancing motes in her eyes, she targets San with the occult guidance of her pendant, hoping to improve the accuracy of his attack.

Flat check to target San: 1d20 ⇒ 17

◆◆Cast Haunting Hymn (diagonal cone starting from NW corner of her square should hit only the statue); basic Fort save DC 19
◆Cast Guidance on San (+1 status bonus to one attack roll, perception check, saving throw, or skill check)


male elf (ancient) wizard (ars grammatica, sorcerer) 4 | ♥30 | ⛨19* (mystic armor) | F +6, R +8, W +8; +1 vs emotion effects (S is CS) | Perc +6; low-light vision | 30ft | Explore: Detect Magic (Arcana +12) | wizard spells 2 ☐dispel magic ☐revealing light ☐translate ☐web; spells 1 ☐befuddle ☐command ☐illusory object ☑mystic armor | ☐drain bonded item | sorcerer spells 1st☑ | staff slots☑ | wands ☐breath fire ☐fear ☐grease | focus☐ | ⚕ None

Vildran instinctively tries to shield his eyes with the draping arm of his robe. It seems to work...

An arc of lightning leaps from leaps from Vildran to Brass Belimarius.

◆◆ Cast a spell: Electric Arc
Electricity damage, DC19 basic reflex: 3d4 ⇒ (4, 4, 2) = 10

He then manifests an arcane force shield on the same robed forearm.

◆ Cast a spell: shield


Male Elf (Whisper) Fighter 4 | HP 46/46 | AC 21 | F +8 R +12 W +8 | Perc +8 | Stealth +10 | speed 30 | Hero 0/3 | Active Conditions:

Knowing that last miss was luck more than skill, San desperately swings at the construct with a combo of moves.

Warhammer (E), bless: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14
Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Trip
Athletics (T), Guidance: 1d20 + 8 - 5 + 1 ⇒ (20) + 8 - 5 + 1 = 24
Trip Crit: 1d6 ⇒ 5

Warhammer (E): 1d20 + 11 - 10 + 1 ⇒ (20) + 11 - 10 + 1 = 22
Damage: 1d8 + 3 ⇒ (8) + 3 = 11


F Dwarf (Ancient-Blooded) Warpriest Cleric 4 | HP 35/50 | AC 21/23 | Shield 64/64 | F +10 R +7 W +12 | Perc +10 | Stealth +7 | Exploration: Defend | ◇◆↺ | Speed 20 | Hero 1/2 | wand 1 | spells Font 1/4; 1 3/3; 2 3/3 | Active Conditions: Bronze Bull Pendant, wounded 2, Prone
Autumn wrote:
Should Morga’s attack modifier be +10 instead of +8? I calculate 2 (trained) +3 (level) +3 (strength) +1 (magic item) +1 (bless) = +10

You're right! I forgot to add the item bonus and Bless to my attack roll. Not that it would've made a difference with that roll.

Morga tries to take advantage of San's punishing blows with a couple of swings from her own light hammer. Of course, they're more like little taps compared to the powerful swings of San's longhammer.

+1 cold iron light hammer, Bless, vs. Flanked: 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Bludgeoning damage: 1d6 + 3 ⇒ (5) + 3 = 8

+1 cold iron light hammer, Bless, MAP, vs. Flanked: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
Bludgeoning damage: 1d6 + 3 ⇒ (1) + 3 = 4

She then snaps her shield up in the hopes of surviving this construct's retaliation.

Morga will ↺ Shield Block the next Strike that would hit her.

◆ Strike, ◆ Strike, ◆ Raise Shield (AC 22), ↺ Shield Block


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
1d20 + 11 ⇒ (12) + 11 = 23
1d20 + 12 ⇒ (17) + 12 = 29
Vildran and Autumn's spells rattle the Brass Belimarius, though unfortunately it seems to be somehow warded against the jolt of Vildran's electric arc. San and Morga on the other hand take advantage of their flank around the clockwork to swiftly topple it and then deliver a pair of devastating critical blows. Brass plates and internal mechanisms go flying as the construct is shattered into so much scrap metal. Only the gem in its chest, attached to a short rod, falls free intact after the carnage is done.

The Brass Belimarius doesn't rise again.

Combat Over! You each gain 120 XP.


F Dwarf (Ancient-Blooded) Warpriest Cleric 4 | HP 35/50 | AC 21/23 | Shield 64/64 | F +10 R +7 W +12 | Perc +10 | Stealth +7 | Exploration: Defend | ◇◆↺ | Speed 20 | Hero 1/2 | wand 1 | spells Font 1/4; 1 3/3; 2 3/3 | Active Conditions: Bronze Bull Pendant, wounded 2, Prone

"All right, let's get heal up before grabbing that gem, Autumn, just in case it explodes when you're next to it."

Treat Wounds, Ward Medic (San and Vildran), expanded healer's kit, DC 15: 1d20 + 12 ⇒ (14) + 12 = 26
HP healed for San and Vildran (Crit): 4d8 ⇒ (1, 8, 7, 4) = 20
Vildran is at full. San still has 7 damage.

Treat Wounds, Ward Medic (Morga and Autumn), expanded healer's kit, DC 15: 1d20 + 12 ⇒ (8) + 12 = 20
HP healed for Morga and Autumn: 2d8 ⇒ (8, 1) = 9
Autumn is at full. Morga still has 7 damage.

"Okay, now you can go." Morga shoos Autumn and Vildran away, then casts a spell to top off San and herself.

◆◆◆ Heal, 2nd rank: 2d8 ⇒ (4, 7) = 11
Now everyone's at full.


Human Sorcerer 4 | HP 31/36 | AC 21| Fort +7, Ref +9, Will +9 | Perc +7 | Stealth +8 | Speed: 25' | Exploration: Avoid Notice +8 | Conditions: n/a | ◆◇↺ | Spells: 2/4 1st rank, 2/4 2nd rank, 1/1 focus, 1/1 OE, Wand of Fear | Hero 1/3
Morga wrote:
“All right, let's get heal up before grabbing that gem, Autumn, just in case it explodes when you're next to it."

Autumn looks down at the dwarf with a cool, disinterested expression, as if she has no idea what Morga is talking about. The garnet is certainly attractive, but the rod it’s attached to isn’t—and she does remember the exploding clockwork snakes, so she initially keeps a respectful distance from the statue’s remains. Instead she spends her time carefully examining the other statue—the one that’s twenty feet high, with glowing red gems for eyes. She makes a mental note to climb up and pry them out later. For now, she searches for any signs of traps or the secret passage behind the statue.

“So, do you sense any magic around here?” she asks Vildran, with a glance up at the glowing gemstone eyes.

Perception +6


male elf (ancient) wizard (ars grammatica, sorcerer) 4 | ♥30 | ⛨19* (mystic armor) | F +6, R +8, W +8; +1 vs emotion effects (S is CS) | Perc +6; low-light vision | 30ft | Explore: Detect Magic (Arcana +12) | wizard spells 2 ☐dispel magic ☐revealing light ☐translate ☐web; spells 1 ☐befuddle ☐command ☐illusory object ☑mystic armor | ☐drain bonded item | sorcerer spells 1st☑ | staff slots☑ | wands ☐breath fire ☐fear ☐grease | focus☐ | ⚕ None

Though he's being shooed away, he certainly takes Morga's warning to heart.

Yeah... it could explode.

Then hearing Autumn's question, he mutters back under his current concentration Not sure just yet...

Detect magic on the gem


Male Elf (Whisper) Fighter 4 | HP 46/46 | AC 21 | F +8 R +12 W +8 | Perc +8 | Stealth +10 | speed 30 | Hero 0/3 | Active Conditions:

San is on guard as Morga heals the injured. You never know when something terrible might jump out at you down here...

After her ministrations, he looks around the rest of the room to see if he can at least find the mechanism to reveal the secret passage behind the statue. Chalk in hand, he's ready to mark any mechanism that may be found.

Perception +7 to search


F Dwarf (Ancient-Blooded) Warpriest Cleric 4 | HP 35/50 | AC 21/23 | Shield 64/64 | F +10 R +7 W +12 | Perc +10 | Stealth +7 | Exploration: Defend | ◇◆↺ | Speed 20 | Hero 1/2 | wand 1 | spells Font 1/4; 1 3/3; 2 3/3 | Active Conditions: Bronze Bull Pendant, wounded 2, Prone

Healing finished, Morga joins the team in searching the area. First she cautiously inspects each of the fallen foes, hoping to find keys, notes, or anything that might help them know what other horrors to expect down here. Then, as there doesn't seem to be an obvious door anywhere, she begins searching for a hidden one. As she does, her stomach squirms uncomfortably. Where could Meitremar be? Where is the ritual being cast? We're running out of time!

Perception +8


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

Apologies for the delay. I'm now fully back home and will be returning to normal posting timing.

GM Screen:
3d20 ⇒ (17, 17, 1) = 35
While Morga heals the party, the rest of you start your search. Vildran certainly detects magic, and with some trial and error finds it seems to emit from three sources - the large statue of the demon, the gem-tipped rod that came out of the Brass Belimarius, and the clockwork's halberd. Thankfully, there's no sign that this particular clockwork has been rigged to explode like the snakes were, so its remains should be safe to inspect more closely.

None of you find any further traps, and both San and Autumn easily locate the secret door directly behind the statue - a stone panel that can be pushed aside to reveal a short passage that quickly enters a set of winding stairs leading even further down. If the abrikandilu's words are to be believed, these stairs head down into the Darklands, or an underground territory close to them at least.

Unfortunately there are no notes or keys on any of the cultists here. Clearly they know their role well enough not to need written guidance. You do of course find their gear, though its of limited interest. (3x: leather armor and dagger) Now that you're not under immediate attack, you can see the columns in this chamber are decorated by elaborate carvings of what you take to be various demons, all of which are contorted in fierce poses. One that seems to have particular prominence in the display is some six-armed insectile monstrosity.


Male Elf (Whisper) Fighter 4 | HP 46/46 | AC 21 | F +8 R +12 W +8 | Perc +8 | Stealth +10 | speed 30 | Hero 0/3 | Active Conditions:

San takes a few minutes to try to identify what the magic auras of the rod and weapon are followed by the statue. "So what do you think all this art means here? And that insectioid thing looks particularly fierce."

Occultism +9+1


F Dwarf (Ancient-Blooded) Warpriest Cleric 4 | HP 35/50 | AC 21/23 | Shield 64/64 | F +10 R +7 W +12 | Perc +10 | Stealth +7 | Exploration: Defend | ◇◆↺ | Speed 20 | Hero 1/2 | wand 1 | spells Font 1/4; 1 3/3; 2 3/3 | Active Conditions: Bronze Bull Pendant, wounded 2, Prone

Once the secret door is found, Morga turns her attention to identifying what she can of the images and statue.

Religion +9 to Recall Knowledge/ID images and stuff


Human Sorcerer 4 | HP 31/36 | AC 21| Fort +7, Ref +9, Will +9 | Perc +7 | Stealth +8 | Speed: 25' | Exploration: Avoid Notice +8 | Conditions: n/a | ◆◇↺ | Spells: 3/4 1st rank, 3/4 2nd rank, 1/1 focus, 1/1 OE | Hero 1/3

Botting for the weekend as promised. I'll keep it as simple as possible unless I'm feeling particularly inspired to exude her vibe at any point :D

Having answered her question about detecting magic, Autumn leaves it to the elves to identify the particulars.

On San's remark, she approaches the statue of the insectoid monstrosity with disgusted fascination.

This had better be a historical depiction...

Vildran will faint and die if we actually encounter this thing.


male elf (ancient) wizard (ars grammatica, sorcerer) 4 | ♥30 | ⛨19* (mystic armor) | F +6, R +8, W +8; +1 vs emotion effects (S is CS) | Perc +6; low-light vision | 30ft | Explore: Detect Magic (Arcana +12) | wizard spells 2 ☐dispel magic ☐revealing light ☐translate ☐web; spells 1 ☐befuddle ☐command ☐illusory object ☑mystic armor | ☐drain bonded item | sorcerer spells 1st☑ | staff slots☑ | wands ☐breath fire ☐fear ☐grease | focus☐ | ⚕ None

Vildran ignores the insect statue at first, choosing to focus on

the large statue of the demon, Arcana +11, Occultism +9, Religion +5, Thassilon Lore +9

the gem-tipped rod that came out of the Brass Belimarius, Arcana +11, Nature +5, Occultism +9, Religion +5

and the clockwork's halberd. Arcana +11, Crafting +9

Such a mixture of dark arts and lost technology... there's a hint of glee and wonder in his voice as his love of ancient civilizations, Thassilon in particular, is stoked.

He takes his time with each of this, as he picks them up and scrutinizes them at agonizing length his antennae mimic the direction of his eyes as they jump from detail to detail.

Above are best guesses at relevant skills.

--------------------

Finally he does force himself to approach the statue of the insectoid monstrosity after the others have moved on from it. He strokes his beard thoughtfully.

Arcana +11, Occultism +9, Religion +5, Thassilon Lore +9


Human Sorcerer 4 | HP 31/36 | AC 21| Fort +7, Ref +9, Will +9 | Perc +7 | Stealth +8 | Speed: 25' | Exploration: Avoid Notice +8 | Conditions: n/a | ◆◇↺ | Spells: 3/4 1st rank, 3/4 2nd rank, 1/1 focus, 1/1 OE | Hero 1/3

Vildran, you should pass out lights before we head down... she states, snapping him back to attention from his historical reveries.


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
2d20 ⇒ (6, 18) = 24
-
3d20 ⇒ (5, 18, 3) = 26
San, Morga and Vildran peruse the carved columns with their demonic procession. Vildran can identify broadly depictions of several famous demons, like abrikandilu, babau, vrocks and mariliths. But none of you are able to identify the insectile demon that takes the most prominent position. If it is a demon - and it seems likely it would be - it must be quite a rare one.

Vildran isn't sure what kind of magic lies within them massive demonic statue, though he senses that some power seems to run through it. He's more sure about the gem-tipped rod, which he identified as a Wand of Fear (1st). The halberd is clearly a powerful magical item, but he's not able to determine its specific properties.


male elf (ancient) wizard (ars grammatica, sorcerer) 4 | ♥30 | ⛨19* (mystic armor) | F +6, R +8, W +8; +1 vs emotion effects (S is CS) | Perc +6; low-light vision | 30ft | Explore: Detect Magic (Arcana +12) | wizard spells 2 ☐dispel magic ☐revealing light ☐translate ☐web; spells 1 ☐befuddle ☐command ☐illusory object ☑mystic armor | ☐drain bonded item | sorcerer spells 1st☑ | staff slots☑ | wands ☐breath fire ☐fear ☐grease | focus☐ | ⚕ None

I cannot quite figure out the statue. Perhaps it was powered by the device above that we disrupted? Perhaps it is a storage device battery for that gathered energy? I cannot be certain.

Stashing the wand of fear in his belt, he casts light on his own staff and on any weapons requested by his friends.

San, Morga, hold onto that halberd. We can get a better read on what it does later but don't be shy about swinging it in the meantime.

Gesturing towards the passageway, he asks shall we?


F Dwarf (Ancient-Blooded) Warpriest Cleric 4 | HP 35/50 | AC 21/23 | Shield 64/64 | F +10 R +7 W +12 | Perc +10 | Stealth +7 | Exploration: Defend | ◇◆↺ | Speed 20 | Hero 1/2 | wand 1 | spells Font 1/4; 1 3/3; 2 3/3 | Active Conditions: Bronze Bull Pendant, wounded 2, Prone

Morga declines a light and gestures to San. "I can't use the halberd with my shield. You want it?"

Once everyone is ready, Morga hoists up her shield and heads through the secret door.

Exploration activity: Defend


Male Elf (Whisper) Fighter 4 | HP 46/46 | AC 21 | F +8 R +12 W +8 | Perc +8 | Stealth +10 | speed 30 | Hero 0/3 | Active Conditions:

San replaces the mundane halberd with the magic one even if he doesn't know what it does. Magic is always better right?

New weapon in hand, he nods to the others. "Ready when you are!" Despite the trouble with the golem and the sinspawn, San is determined as they face the darkness of the stairs.


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male elf (ancient) wizard (ars grammatica, sorcerer) 4 | ♥30 | ⛨19* (mystic armor) | F +6, R +8, W +8; +1 vs emotion effects (S is CS) | Perc +6; low-light vision | 30ft | Explore: Detect Magic (Arcana +12) | wizard spells 2 ☐dispel magic ☐revealing light ☐translate ☐web; spells 1 ☐befuddle ☐command ☐illusory object ☑mystic armor | ☐drain bonded item | sorcerer spells 1st☑ | staff slots☑ | wands ☐breath fire ☐fear ☐grease | focus☐ | ⚕ None

Oh... I didn't hand him an intelligent, cursed halberd, did I?! Surely not... It wasn't talking to me!


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
2d20 ⇒ (9, 3) = 12
San spends some time examining both the statue and the halberd, but has similar conclusions as Vildran. Both are clearly powerfully magical in different ways, but their specifics elude him.

With lights in hand, you gather up and descend down the stairway to the west. The stairs descend down and down, spiraling for floor after floor, leaving the light of the room above far behind. The masonry walls of the stairway shaft gradually grow rougher before transitioning to unevenly hewn stone. And then those walls fall away, the stone stairs hanging freely as you descend the final few steps into a dark and damp cavern. (Map updated. Note that north is to the right)

Though the cavern has many open tunnels and passageways branching from it, the most impressive and eyecatching feature is the remnant of an ancient bridge that once crossed a vast chasm to the north. The chasm fluctuates between thirty and forty feet across, growing larger to the west and narrower to the east. Three passages exit this chamber to the east, west, and south. A curious ring of stones has been placed at the entrance to the southern passage. The eastern passage is quiet and unremarkable. The western passage seems to have some dim glow to it, though it's hard to tell in the light of your magical light sources.


Human Sorcerer 4 | HP 31/36 | AC 21| Fort +7, Ref +9, Will +9 | Perc +7 | Stealth +8 | Speed: 25' | Exploration: Avoid Notice +8 | Conditions: n/a | ◆◇↺ | Spells: 2/4 1st rank, 2/4 2nd rank, 1/1 focus, 1/1 OE, Wand of Fear | Hero 1/3

The long, ominous descent heightens nerves, anticipation, and adrenaline, especially when the stairs spiral down away from the walls.
"Heinous," Autumn murmurs as she cautiously edges closer to the chasm and inspects the remains of the bridge.

Perception +6: Was the bridge destroyed recently, or a long time ago?

"The demon said the ritual chamber lies across the chasm," she whispers, "so unless Meitremar and his cultists learned how to fly, there must be another way across. Probably that way." She points eastward, where the chasm narrows somewhat.

Taking in the rest of their surroundings, she warily eyes the circle of stones. "Magic?" she questions the wizard, then squints at the western passage. "And is that light over there?" She moves east, so that her magical light doesn't interfere, and looks questioningly at the light-less dwarf with darkvision to confirm the presence of light to the west.


Male Elf (Whisper) Fighter 4 | HP 46/46 | AC 21 | F +8 R +12 W +8 | Perc +8 | Stealth +10 | speed 30 | Hero 0/3 | Active Conditions:

"It was mentioned this place is near the darklands. Maybe the stones are a warding to keep other unsavory visitors from investigating. West seems a good way to start if there's light that way. Darklands denizens wouldn't need it. We might be able to gather more information before we go chasing after Meitremar."


F Dwarf (Ancient-Blooded) Warpriest Cleric 4 | HP 35/50 | AC 21/23 | Shield 64/64 | F +10 R +7 W +12 | Perc +10 | Stealth +7 | Exploration: Defend | ◇◆↺ | Speed 20 | Hero 1/2 | wand 1 | spells Font 1/4; 1 3/3; 2 3/3 | Active Conditions: Bronze Bull Pendant, wounded 2, Prone

"Aye." Morga solemnly agrees, cautiously moving toward the western passage, all senses alert for sights, sounds, and smells. With more intel, we might not all die. She's keenly aware of the fact that Meitremar's minions have nearly completely killed her and her teammates multiple times and is eager for any edge that could increase their odds of survival and success.

Perception + 9


male elf (ancient) wizard (ars grammatica, sorcerer) 4 | ♥30 | ⛨19* (mystic armor) | F +6, R +8, W +8; +1 vs emotion effects (S is CS) | Perc +6; low-light vision | 30ft | Explore: Detect Magic (Arcana +12) | wizard spells 2 ☐dispel magic ☐revealing light ☐translate ☐web; spells 1 ☐befuddle ☐command ☐illusory object ☑mystic armor | ☐drain bonded item | sorcerer spells 1st☑ | staff slots☑ | wands ☐breath fire ☐fear ☐grease | focus☐ | ⚕ None

Vildran eyes the chasm.

Here's hoping one of the passages lets us circumvent that. But for now, West it is.

Detecting magic


Seaweed Leshy Technomancer 1 / Game Master 3 | Maps: (SRD Handouts) | (SRD Maps) | (SRD Reputations) | (DA Maps)

GM Screen:
2d20 ⇒ (16, 18) = 34
Autumn steps to the north and looks out across the chasm. The grand structure that once crossed this gap is little more than a few crumbling remnants of stone and metal posts on either end. The bridge that once must have crossed here probably lies in pieces at the bottom of the chasm, having fallen long ago. However there is also evidence of a more recent and more humble bridge, though this too has been destroyed. You spy a long jagged grey plank caught on a ledge partway into the chasm. That might've been part of a temporary bridge that crossed here until just recently. (Recently enough that a plank of some organic material hasn't decayed yet). Looking to the east, the continuation of the chasm is lost to the dark. Looking to the west, Autumn just barely spots a large ledge north-west of your position on the other side. She spies what looks to be a skeleton clad in chain mail and clutching a rapier on their isolated outcropping (Marked with an X on the map). Directly to the north, you see a wide, worked stone tunnel ends at a massive rusting metal door.

Vildran does detect some magic nearby, and after some experimentation notices that its emitting from the circle of stones to the south-east.
----
Pausing for a moment before you head west in case you want to investigate any of the above in more detail.

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