GM Matt's Prey for Death

Game Master ChesterCopperpot

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HP 201/201 | AC 36 | Fort +24, Ref +28 (Greater Evasion), Will +20 | Perc +23, Low-Light Vision| Ruffian Rogue 15 | Hero Points: 0/3 | Active Conditions: None | Simple Poisons Used 0/15

For round 4 Crystal will work into the evening and try to give a bit more of an advantage with her Crafting handiwork.


F HP 203, AC 36, F+27 / R+26 / W +28 Human cleric (warpriest) 15

Dianora points out the roc to Kimmich. Any reactions I know of? Any weaknesses?

"What do you think? Keep watch her for the rest of the day, or head back and see if they've found anything," she asks her fellow assassin.


Yesterday's Tide Prey for Death

Frost Roc
--Reaction: Wing Rebuff [reaction] Trigger A creature moves into the reach of the frost roc’s wing; Effect The frost roc makes a wing Strike against the triggering creature. If the frost roc Pushes the creature, it disrupts the triggering move action.
--Weaknesses: fire 15


Male HP 125/194, AC 34, F 24 /R 25 /W 22 Orc ranger (Flurry) 14

Kimmich grunts as he watches the rocs. "No idea about the giants, but things having the wrong number of things, I saw these bears earlier - legs like a centipede though... with riders."

Recall Knowledge with Nature:: 1d20 + 19 ⇒ (13) + 19 = 32

"And you think the wildlife and the servants are bad, wait until you hear of the master of the house." Kimmich relays what he's learned about Ordulf. "Sounds like he will be a mighty victory for us to lay low for our god."

The orc frowns thoughtfully at Dianora's queston. "I don't know what the others have learned, but I'll stay here the night and watch the place in the morning. Might be able to see our quarry if I'm lucky." The orc grins widely.


Yesterday's Tide Prey for Death

Those bear-like creatures are kokogiaks! Feel free to ask a question about them.

GM Screen:

1d20 + 23 ⇒ (15) + 23 = 38
1d20 + 24 ⇒ (4) + 24 = 28

Crystal:
You make another useful set of tools, gaining 1 Leverage Point.

Kimmich:
You don't observe much that's new.

Dianora and Kimmich: You notice patrols start to recur. You're not sure there's much else to see here.

Leverage Points: 10
Awareness Points: 0
Round 5 of 8
Yuki, Crystal are up
Round 6 of 8
Dianora, Kimmich are up


Male HP 125/194, AC 34, F 24 /R 25 /W 22 Orc ranger (Flurry) 14

I'll take Kokogiak Reactions for $100, Trebek!

Kimmich will lie in wait at the keep, watching and waiting in a hunter's alert repose.


Yesterday's Tide Prey for Death

Kokogiak have Attack of Opportunity Reactive Strike

GM Screen:

1d20 + 23 ⇒ (5) + 23 = 28
1d20 + 23 ⇒ (3) + 23 = 26
1d20 + 24 ⇒ (7) + 24 = 31

Yuki & Crystal don't have much luck this round.

Kimmich:
You spot more than a dozen soldiers moving around
on the west side of the first-floor balcony. +1 Leverage Point


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F HP 203, AC 36, F+27 / R+26 / W +28 Human cleric (warpriest) 15

Dianora gives Kimmich a professional nod before heading back to town. "Something to think about while you're waiting. There was a really happy dog once, got adopted by a couple wealthy Irrisenis. It was a real wags-to-witches story."

In town, she works on preparing some timely distractions. Both final phases, 24 Religion.


Yesterday's Tide Prey for Death

Leverage Points: 11
Awareness Points: 0

GM Screen Rnd 6:

1d20 + 23 ⇒ (17) + 23 = 40
1d20 + 23 ⇒ (11) + 23 = 34

Crystal:
You make 2 tools! +2 Leverage

Yuki:
Spare Keys You learn that spare keys for Crownhold are stored in one of the warehouses in Glacier’s Rest. +1 Leverage Point and opens a new activity.

New Activity! SWIPE CROWNHOLD STORAGE KEYS
EXPLORATION MANIPULATE
Requirements A PC has learned of the existence of the spare keys after Discovering Crownhold’s Secrets.
You try to secure one of the spare keys to Crownhold’s doors
from the Crownhold Warehouse without anyone noticing. Attempt a DC 32 Thievery check.

Round 7 of 8
Leverage Points: 14
Awareness Points: 0

GM Screen Rd 7:

1d20 + 24 ⇒ (10) + 24 = 34

Dianora:
Your preparations for a distraction are in place! Gain 1 LEverage Point.


Yesterday's Tide Prey for Death

GM Screen Round 7:

1d20 + 24 ⇒ (3) + 24 = 27
1d20 + 23 ⇒ (2) + 23 = 25

The workers at the warehouse are busy unloading cargo to be taken up to Crownhold, so it is difficult to secure the spare keys. Yuki has spoken to most of the talkative townsfolk, but perhaps there is a secret or two to be found.


HP 201/201 | AC 36 | Fort +24, Ref +28 (Greater Evasion), Will +20 | Perc +23, Low-Light Vision| Ruffian Rogue 15 | Hero Points: 0/3 | Active Conditions: None | Simple Poisons Used 0/15

Crystal shakes her head and waits out the warehouse workers, hoping to see if an opening presents itself later in the evening to slip in between the rush of people.

Thievery is still +24, let's go for broke


Yuki blends into the background and finds time to recompose herself, she is just not used to her feminine whiles failing her like this. She takes time to observe her surroundings and find the loners, the ones no one wants to talk to and thus most likely, see so much more.

Society still +23, but this time she bats her eye lashes…. And pouts a little.


Yesterday's Tide Prey for Death

GM Screen Rd 8:

1d20 + 24 ⇒ (9) + 24 = 33
1d20 + 23 ⇒ (15) + 23 = 38
1d20 + 24 ⇒ (11) + 24 = 35
1d20 + 24 ⇒ (8) + 24 = 32

Crystal:
The warehouse workers leave for the evening, and Crystal slips inside to grab the keys, where they are hanging in the supervisor's office. She slips out before they lock up for the evening, no one the wiser. You acquire a spare key that belongs to one lock inside the fortress. You decide which lock the key works on when you use it on site, after which that key only works for that lock. This key cannot be for the secret vault, which you already learned about.

Yuki:
Adlet Alterations Crownhold’s previous occupants were adlets, who are rumored to have been slaughtered by Ordulf alone while his forces waited outside to murder any who tried to escape. During the adlet occupation, they made adjustments to several locations in the structure, removing walls and supports to make more room for oversized minions or simply to leave their mark on dwarven carvings. This knowledge grants you the option to use a Leverage Point when facing the Unexpected Patrol complication, or when you attempt to Force Open a door in Crownhold. When you use a Leverage Point in this way, describe how an adlet modification to the fortress’s architecture has given you an unexpected advantage. Gain 1 Leverage Point.

Dainora:
Well, this is certainly going to be a surprise for someone. Gain 1 Leverage Point.

Kimmich:
You wait long enough to spot the frost roc again and are able to mark it as your prey.

Final Preparation Total
Leverage Points: 16
Awareness Points: 0

You know that the caravan will leave in tomorrow morning, as early as they can manage. You have a little time to refine your plan, make any last purchases, choose which spells to prepare, and cast long-duration spells. You can attempt the infiltration this evening or tomorrow morning without attracting additional attention from the absence of the caravan.


F HP 203, AC 36, F+27 / R+26 / W +28 Human cleric (warpriest) 15

"Let's wait until the morning, so I can make any preparations," Dianora says. "I'll ask Achaechek to grant me the power to dispel magic 7th rank, but is there anything else we think we'll need?"

My usual spell prep: Spells: Cantrips: daze, detect magic, guidance, light, message; 1st: bless [] protection [] sure strike []; 2nd invisibility [] see the unseen [] sure footing []; 3rd cleanse affliction [] heroism [] safe passage []; 4th invisibility [] unfettered movement [] vision of death []; 5th heal [][] scouting eye []; 6th heal [][] vision of death []; 7th energy aegis (will do dispel magic here instead) [] execute [] heal [] Divine Font (7th rank): Harm [][][][][]

My mask will give me a darkvision/see the unseen too, so I could sub out the 2nd-rank one. And I have pest form 1/day.


F HP 203, AC 36, F+27 / R+26 / W +28 Human cleric (warpriest) 15

In the morning, Dianora prepares the following spells: Cantrips: daze, detect magic, guidance, light, message; 1st: bless [] protection [] sure strike []; 2nd invisibility [] see the unseen [] sure footing []; 3rd cleanse affliction [] heroism [] safe passage []; 4th invisibility [] unfettered movement [] vision of death []; 5th divine immolation [] heal [] scouting eye []; 6th divine immolation [] heal [][]; 7th dispel magic [] execute [] heal [] Divine Font (7th rank): Harm [][][][][]

Swapped out a couple for divine immolation.


Yuki has the obsidian goggles so can also travel without light


Male HP 125/194, AC 34, F 24 /R 25 /W 22 Orc ranger (Flurry) 14

"I'm all prepared," Kimmich says simply. He shakes his arm, causing one of his sabers to fall out of his sleeve's magical compartment, and with a twist of his other arm whips his second saber from it's magical storage in his belt. He smiles broadly as he replaces the two swords in their homes.
Got darkvision too, so traveling in the dark is agreeable to me as well


HP 201/201 | AC 36 | Fort +24, Ref +28 (Greater Evasion), Will +20 | Perc +23, Low-Light Vision| Ruffian Rogue 15 | Hero Points: 0/3 | Active Conditions: None | Simple Poisons Used 0/15

"I admit seeing in the dark is not my current specialty, so I will have to trust the lot of you to guide me if we try to be particularly clever with our nighttime cover. Aside from that I am quite ready to make our move though."


Yesterday's Tide Prey for Death

In the morning, you blend in with the traders' caravan as it crosses the tundra to the north of town. During the trip, they are inspected by several ground patrols, each consisting of a pair of human riders on the backs of two kokogiaks. Some of the patrols look at the group with suspicion--have they seen all of these traders before?

Infiltrating Crownhold

Complication: Approach the Fortress
Trigger The PCs approach Crownhold.
Overcome DC 30 Deception, DC 32 Perception, DC 28 Scouting Lore, or DC 30 Stealth

The PCs must cross a vast tundra unnoticed, either by ground or by air. One PC must attempt a check with the DCs above to overcome this complication, but each other PC can Aid this check by succeeding at a DC 20 check using any of the skills listed above for Overcome. If the entire party uses magic to help disguise their approach, adjust all checks made to overcome this complication up by one degree of success. This complication must be overcome every time the PCs wish to approach or retreat from Crownhold without being noticed, but the first time they overcome this complication, the party earns 1 Infiltration Point. The use of teleportation magic to overcome this complication results in an automatic success.
Success The PCs approach Crownhold unnoticed.
Failure The PCs arouse some suspicion before they reach Crownhold, but they avoid encountering a patrol. The party accrues 1 Awareness Point.
Critical Failure The PCs gain 2 Awareness Points, and face a Sky Patrol or a Ground Patrol.


Male HP 125/194, AC 34, F 24 /R 25 /W 22 Orc ranger (Flurry) 14

Kimmich will rely on his stealth, hoping to find a convenient nook or cranny of the caravan to fold himself into until they are inside Crownhold proper.

+24 Stealth, with Trackless Journey and Foil Senses if either apply


F HP 203, AC 36, F+27 / R+26 / W +28 Human cleric (warpriest) 15

Dianora does her best to help Kimmich blend in.

Stealth (master) to Aid: 1d20 + 24 ⇒ (10) + 24 = 34 crit success, to add +2 to Kimmich's Stealth, which gives us us an 85% chance of success, I think...


Yesterday's Tide Prey for Death

GM Screen:
1d20 + 24 + 2 ⇒ (13) + 24 + 2 = 39

You blend in to the caravan, letting the other traders talk to the guards as you approach the citadel.

Hundreds of feet of open tundra lie to the south of the stocky stone fortress, built into the side of a steep cliff at the base of a towering mountain. A pair of additional floors loom above the ground level, each set back further against the cliffside and featuring crenelated balconies. Two sets of immense wooden double doors reinforced with iron bands provide entrance into the fortress to the left and right, while in the middle, the wall is adorned with arrowslits shuttered closed against the cold from the inside.

The caravan workers mill around once they arrive, speaking to a trio of Gorumites armed with scrolls for inventorying the goods.


F HP 203, AC 36, F+27 / R+26 / W +28 Human cleric (warpriest) 15

Dianora does her best to blend in with the other caravan workers, waiting for her chance to slip into the fortress. Once there, she'll worry about slipping away and finding this alter they've heard about.


Yuki follows Dianora’s lead and does her best to blend in with the other workers as well. Once they are all inside they can slip away and make their way to the altar.


Yesterday's Tide Prey for Death

You slip inside the western door, attracting no attention.

You notice immediately that the light level in this room is low, and you hear two distinct rumbles coming from the back of the room.

The sound comes from two enormous kokogiaks! These beasts look even more fearsome than normal, though--luckily for you--they are currently sleeping.

Vertical wooden beams line the walls of the vast open chamber, and the smell of wet fur permeates the air. Huge double doors stand to the south, while smaller double doors lead east. Steep stairs against the north wall lead down into what must be a basement level.

GM Screen:
1d20 ⇒ 12


Male HP 125/194, AC 34, F 24 /R 25 /W 22 Orc ranger (Flurry) 14

Kimmich looks torn, staring between the bears and down the stairs. He points towards the stairs, making a questioning face to the others.


HP 201/201 | AC 36 | Fort +24, Ref +28 (Greater Evasion), Will +20 | Perc +23, Low-Light Vision| Ruffian Rogue 15 | Hero Points: 0/3 | Active Conditions: None | Simple Poisons Used 0/15

Crystal thinks for a long moment and then shakes her head and puts her hands under her ears like a pillow to indicate the bedroom and points at the double doors slowly and quietly trying to shuffle up to them.


Yuki nods in agreement and makes follow Crystal, cautiously and quietly to the doors.


Male HP 125/194, AC 34, F 24 /R 25 /W 22 Orc ranger (Flurry) 14

Kimmich nods and steps to the door, keeping one eye on the sleeping polar apex predators as he goes.


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F HP 203, AC 36, F+27 / R+26 / W +28 Human cleric (warpriest) 15

"Are we playing mimes and mummers?" Dianora asks. "I never quite understood the game? Wouldn't it be easier to mime something if you could also make noise. Like, a Gorumite priest."

She puts on a deeper voice.

" 'Oh, look, I'm a Gorumite. I love fighting stuff. If there's nothing here for me to fight, I fight with my thoughts, which is hard, because I've mostly got rocks for brains.' "

Despite her mocking words, she doesn't speak loudly enough to wake the kokogiaks.


Yesterday's Tide Prey for Death

Since you don't make any loud noises, you don't wake the kokogiaks.

You quietly open the doors to the east and they open into a large room with a smooth, hewn stone floor. Another set of double doors open across the room from your to the east, and steep stairs lead up into the fortress in the northwest and northeast corners.

Doors to two latrines stand on the north wall. Along the southern wall, four archery slits open to tundra, but each is closed with wooden shutters to keep the cold from creeping in. The southwest corner has a large steel lever, and the southeast corner has a large hand-crank wheel attached to a massive chain that disappears into the floor.

A platoon of Gorumites train here, performing drilling exercises and mock battles with each other. They’re lead by a drill captain who is shouting orders as you enter. Upon spotting you, he says, "What are you doing here?"

Obstacle: Who Goes There?!
Trigger The PCs are discovered while in or near Crownhold.
Overcome Deception (to use trickery or a disguise to convince the guards the PCs have a right to be here) or Intimidation (to threaten the guards into silence) (Or other reasonable option!)

The PCs are spotted and challenged by a guard or patrol! If the party has fewer than 8 Awareness Points, a PC can attempt to trick or convince the guards to let them proceed, as detailed in Overcome, above. If the party has 8 to 11 Awareness Points, the DC to overcome this complication increases by 5, and if the party has 12 to 15 Awareness points, the DC increases by 10. If the party has 16 or more Awareness points, no attempt to overcome is allowed and this complication automatically results in a Critical Failure.


Yuki moves forward, ”We are doing exactly what we are supposed to be doing as are you.” She says, as she throws a glance back over her companions. ”It shall be noted that you were diligent in your duties and noticed our arrival, which is better than can be said for the lot outside.” She moves with an air of certainty, she belongs here after all, as do her companions. ”No, if you will excuse us we must complete our security sweep. Our lord is counting on us. Please go back to your training, you men’s form is solid but there is always room to improve oneself. Team we should continue along our way.” And, with that, Yuki leads her team further into the fortress. ”Oh and sir, please do not notify others of our presence, this is a test of how well each unit performs in isolation.” Yuki casts a glance to Crystal to see if she has anything to add to the subterfuge.

Deception: 1d20 + 23 ⇒ (10) + 23 = 33


Yesterday's Tide Prey for Death

The captain of the guards gives you a curt nod, but his brow is somewhat furrowed. He'll certainly remember your passage, but he's not stopping you or raising an alarm.

Awareness: 1


HP 201/201 | AC 36 | Fort +24, Ref +28 (Greater Evasion), Will +20 | Perc +23, Low-Light Vision| Ruffian Rogue 15 | Hero Points: 0/3 | Active Conditions: None | Simple Poisons Used 0/15

Crystal gives the guards a curt nod and a salute before purposefully sauntering up the northeastern stairway.


Yesterday's Tide Prey for Death

This kitchen contains multiple counters, a double-wide brick oven, and tall standing cabinets. Doors exit to the west and south. A steep stairway leads down deeper into the fortress.

On the counter are two interesting items: a standard-grade mithral frying pan (Treasure Vault 25; it’s non-stick!) and an adamantine cleaver designed to more easily butcher megafauna that functions as a standard-grade adamantine hatchet.


Male HP 125/194, AC 34, F 24 /R 25 /W 22 Orc ranger (Flurry) 14

Without speaking, Kimmich crosses the room on cat-like tread and carefully picks up the cleaver. He holds it questioningly to the others.


F HP 203, AC 36, F+27 / R+26 / W +28 Human cleric (warpriest) 15

Dianora looks around to make sure they're alone in the room. Assuming they are, she pulls one of her sawtooth sabers out and makes a couple of vicious stabbing gestures toward Kimmich. She furrows her brow and looks questioningly back at the big half-orc.


Male HP 125/194, AC 34, F 24 /R 25 /W 22 Orc ranger (Flurry) 14

Kimmich nods and twists his wrist, one of his sabers materializing in his hand in a flash. "But this one's adamantine," he whispers. "I hadn't earned enough blood money to make Bloodshackle or Soulsaw adamantine when I got them forged- it might come in handy." He slips the sword back up its sleeve.


HP 201/201 | AC 36 | Fort +24, Ref +28 (Greater Evasion), Will +20 | Perc +23, Low-Light Vision| Ruffian Rogue 15 | Hero Points: 0/3 | Active Conditions: None | Simple Poisons Used 0/15

Crystal looks at them both. "I'm with Kimmich, grab the hatchet. Adamantine could always come in handy. I'll take the pan as well. It's not a favorite of mine but you never know when you'll run into werewolves..." She says the word werewolf bitterly as if they're a problem she has had in times prior.

"But let's not dally, we need to find that bedroom." She quickly pushes the frying pan into one of her sleeves, disappearing it from sight.


Yesterday's Tide Prey for Death

You open the door to the south and step up to a hall featuring a large round table surrounded by chairs. Two crossed swords hang on the western wall over a round shield. Double stone doors exit to the south; three single stone doors exit to the north and west. A stairway on the north end of the room ascends higher into the fortress.

Two tall, blue-skinned giants sit at the table, spears leaning next to them. "What's this? I don't recognize you. What are you doing up here?"

Obstacle: Who Goes There?!
Trigger The PCs are discovered while in or near Crownhold.
Overcome Deception (to use trickery or a disguise to convince the guards the PCs have a right to be here) or Intimidation (to threaten the guards into silence) (Or other reasonable option!)

The PCs are spotted and challenged by a guard or patrol! If the party has fewer than 8 Awareness Points, a PC can attempt to trick or convince the guards to let them proceed, as detailed in Overcome, above. If the party has 8 to 11 Awareness Points, the DC to overcome this complication increases by 5, and if the party has 12 to 15 Awareness points, the DC increases by 10. If the party has 16 or more Awareness points, no attempt to overcome is allowed and this complication automatically results in a Critical Failure.

Recall Knowledge (Society) DC 27:
The creatures are adlets. They are tundra-dwelling nomads with control over mist and cold.


HP 201/201 | AC 36 | Fort +24, Ref +28 (Greater Evasion), Will +20 | Perc +23, Low-Light Vision| Ruffian Rogue 15 | Hero Points: 0/3 | Active Conditions: None | Simple Poisons Used 0/15

Society: 1d20 + 23 ⇒ (8) + 23 = 31


HP 201/201 | AC 36 | Fort +24, Ref +28 (Greater Evasion), Will +20 | Perc +23, Low-Light Vision| Ruffian Rogue 15 | Hero Points: 0/3 | Active Conditions: None | Simple Poisons Used 0/15

"Ah yes good you are some of the adlet guards we were informed about. Well you needn't shake us down with your control over the chills and mists of the land, we are merely aiding our lord in checking up on his security detail."

Deception to aid: 1d20 + 20 ⇒ (16) + 20 = 36


"Yes, well done, even when at rest you are attentive to the security of this fortress." Yuki addresses her companions, "Another diligent team, so far so good. But, we must not rest yet we have so many more rooms to sweep." Yuki, turns her attention back to the adlets. "Please feel no need to end your break on our account, we are doing a security sweep. Letting anyone else know would ruin the test so please, keep our presence to yourselves. If we have need of you later, we will let you know."

Deception: 1d20 + 23 + 2 ⇒ (17) + 23 + 2 = 42


Male HP 125/194, AC 34, F 24 /R 25 /W 22 Orc ranger (Flurry) 14

Kimmich gives a stoic, silent nod to the assembled adlets, as though approving of their diligence.


F HP 203, AC 36, F+27 / R+26 / W +28 Human cleric (warpriest) 15

Dianora also keeps her mouth shut, letting Yuki handle this problem.


Yesterday's Tide Prey for Death

Even with the violent urges emanating from Gorum's altar making her lies less effective, Yuki critically succeeds at fooling the guards.

"Buzz off, manlings. We won't interrupt our break for you."

You can pass, and 0 Awareness gained. This group won't challenge you until you gain more Awareness.

You head upstairs to the top floor of the citadel, emerging into a spare barracks: Three beds, three footlockers, and a single latrine. Fur covers the beds and floor. A door exits to the west.

Nothing of real interest here.

Opening the door, you find yourselves at the entrance to a large, open space. An immense perch created from two-foot-thick logs sits in the middle of this chamber. To the south, the wall opens out onto the fortress’s uppermost balcony, giving an expansive view of the tundra and skies. A prodigious pile of bird droppings lies on the ground below the perch, in which the bones of woolly rhinos, elk, and a few humans protrude. An alarm bell hangs from the wall to the southwest near the
opening onto the balcony.

Upon the perch sits a gargantuan (very unfriendly looking) frost roc. It does not appear to have noticed you. Yet.

GM Screen:

1d20 + 25 ⇒ (7) + 25 = 32

Map. There are two doors to the west, a door about 20 feet south of you, and around a small corner. The balcony stretches across the south end of this floor and is open to the air.


Male HP 125/194, AC 34, F 24 /R 25 /W 22 Orc ranger (Flurry) 14

After a quick whispered conference with his fellow assassins, Kimmich draws one saber out of his belt and slips out the door, trusting Dianora to follow him as discussed. He hopes to sneak to the bell and slice out it's clapper without the roc noticing, but he has a certain red spark to his eyes, unafraid of the bird if it does notice him.

Both Dianora and Kimmich are +24 to stealth and with Quiet Allies, we should only need to make one roll for the two of us.


Yesterday's Tide Prey for Death

GM Screen:
1d20 + 24 ⇒ (1) + 24 = 25

Kimmich and Dianora slip across the aerie, but a brush from one of their toes sends a dried bone from the roc's latest dinner rolling loudly across the floor. The bird immediately stirs to ravenous attention.

Initiative:

Roc: 1d20 + 25 ⇒ (16) + 25 = 41
Kimmich: 1d20 + 24 ⇒ (20) + 24 = 44
Dianora: 1d20 + 26 ⇒ (8) + 26 = 34
Crystal: 1d20 + 23 ⇒ (17) + 23 = 40
Yuri: 1d20 + 23 ⇒ (19) + 23 = 42

~+~Combat Round 1~+~
Kimmich
Yuki

Roc
Crystal
Dianora

Map
This is a very loud bird. It raises awareness by 2 at the end of every round with its squawking and stomping.


Yuki holds her hand up to her mouth concealing a giggle, as she draws a scroll from her sleeve. Poking her head around Crystal, she levels the wand at the large annoying bird. ”Don’t you think it’s time to fly off and find a snack or a mate or something?”

Yuki casts dominate from the scroll DC 33 (32 if the altar applies)


Yesterday's Tide Prey for Death

Will: 1d20 + 23 ⇒ (3) + 23 = 26

The bird stops its hooting and looks quizzically at Yuki!

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