Alain

Kiddrik Brown's page

448 posts. Organized Play character for Eben al'Jol.


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Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Tanks for running it.

*Looks at Boons on sheet*

Dang it! We should have killed Arodeth. :D

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik relaxes visibly, giving the woman a thankful nod as he leans on his spear. "You're doing a good thing here, but .." he gives the controls a concerned look that seems to encompass this whole situation, "... is there no other way? It's right courageous of you, ma'am, but can you not kinda ... I don't know ... set it and escape with the rest of us?"

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

"We can change this," Kiddrik continues, casting about for any reason for the woman to relent, even going so far as to mention any historical details about Aroden that he thinks might help in the persuasion.

know (history): 1d20 + 8 ⇒ (7) + 8 = 15; hmmm. Not great, but hopefully good enough.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Or can I take another shot at getting us across the finish line on this one, GMG? I don't want to hog the spotlight, but then again, if no one else has appropriate skills, Kiddrik is happy to step up.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

"Miss Arodeth," Kiddrik says calmly as he approaches, his spear point held away from her, "I know you don't want us meddling here, but we're not your enemies. We all just want to get home safely. That comet isn't going to further your cause. It'all just set everything back. Just like with Earthfall. It's just senseless destruction, and it can be stopped. But we could really use your help. You can save so many lives. Surely that's what Aroden would have wanted, right? Let's fix this."

know (religion): 1d20 + 9 ⇒ (19) + 9 = 28
Diplomacy: 1d20 + 15 ⇒ (6) + 15 = 21

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik falls back, giving the man one final look. "I don't see the need for more blood here. We have more important things to deal with."

Tactical retreat

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Here it is. :)

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Adn I vote we go ahead and use the Aid as an Inspire for the next few rounds. That's an option, right?

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik rips off a few expletives, then steps forward, clearing a stabbing lane to distract the remaining elemental so Belvica can try to finish it off.

Move forward, then Aid Another on Belvica's next attack on the elemental.
longspear, DC10: 1d20 + 5 ⇒ (7) + 5 = 12; +5 to Belvica's next attack vs. elemental.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik suppresses a sigh, but plows forward, trying to build on his teammates' attempts. "Which is to say, there ... uh, Romnus, that this situation is deadly serious. The locals don't seem to know how to keep themselves and their stuff safe through it." He steps forward, nodding to the man emphatically, "What they need is a big damn hero. Can you just imagine how important such a person would be? IF they helped save a whole city? Man, I can only imagine what such a hero would deserve."

Diplomacy: 1d20 + 15 ⇒ (11) + 15 = 26

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik’s eyebrows rise at the size of the man’s loot pile, but his attention is drawn to his strange behavior and gathering elemental buddies. He slows down, raising both hands in a calming manner.

”Listen, buddy, we don’t want any problems. In fact, we’re here to help. Why don’t we all calm down and figure out the best way to survive this whole thing. It’s the only way you’re going to get to enjoy that pile of … goods, huh?”

Diplomacy: 1d20 + 15 ⇒ (13) + 15 = 28

Can I make a second attempt? or does each character only get one skill check?

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik and Aska hustle in, rushing towards the aged pathfinder on the floor.

Double move.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Wait, did Kiddrik's Murderous Command do anything on the guy attacking Girzog?

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Know (Planes), DC 11: 1d20 + 12 ⇒ (8) + 12 = 20; we'll go with the no flank/crit knowledge, as it's the only usable info for this crew.

Kiddrik rushes down the stairs, taking in the scene as quickly as he can. He points to the cloud-thing with his spear, "That's an air elemental! It's got no weak spots and flanking will do no good!"

Then, switching tactics, he points at the man engaging Girzog, his tone becoming imperious and commanding. "Attack your buddies, fella!"

Move down the stairs as far as possible in a single turn, then cast Murderous Command no the human next to Girzog. Will DC15 or he attacks the elemental.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Sure. :)

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

”I’ve always heard I should take tarot-readings with a grain of salt,” Kiddrik says with an uncomfortable shrug.

Then, he’s caught off-guard by Dekion’s request, but shrugs, giving the tarot-wielding Harbinger a determined look. ”Towers, huh? I think I’ve seen it played before.”

As the game begins, he decides to simply forgo strategy for straight-up subterfuge.

Bluff 1: 1d20 + 6 ⇒ (9) + 6 = 15
Bluff 2: 1d20 + 6 ⇒ (15) + 6 = 21

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik looks around incredulously, not sure if he should take this situation seriously. "WE're in the middle of trying' to clear this place out, fella. There' sa great big rock falling from the sky right now. Maybe you should do yourself a favor and clear out. I'd be happy to play a game with you then."

Diplomacy: 1d20 + 15 ⇒ (4) + 15 = 19

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Vash, if you do't have a CLW Wand, you can use Kidd's.

As Aska alights once more on Kiddrik's shoulder, he looks over at the woman, making a motion like he's tipping a hat at her (if he were wearing one). "Much appreciated, ma'am. And we will, as time allows."

I'm curious about the man with the cards.

Grand Lodge

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Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

"Aska!" Kiddrik shouts as he casts a spell and reaches out to the little thrush, "Take this to Vash!"

Aska flits away, dodging over the fray to touch briefly on the halfling's cheek.

Kiddrk casts CLW, and hands it off to Aska, who flies up and over the fight to touch Vash.
CLW, CL3 on Vash: 1d8 + 3 ⇒ (1) + 3 = 4; sheesh, at least it gets him back on his feet. :/

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik and Aska rush forward, keeping an wary eye on the woman as he tries to get to a useful position.

Double move (map updated)

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

That's fair. :)

"Deal!" he shouts back.

Then, to his teammates, "It has no mind and it's immune to poison, sleep, paralysis, polymorph, and stunning. It also has no weak spots (no sneak attack/crits/flanks) so just beat it into splatters, folks!"

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Dungeoneering: 1d20 + 8 ⇒ (14) + 8 = 22
Can I get any special defenses, then offenses?

Kiddrik nods to Dekion without taking his eyes off the Harbinger. ”I’ll do what I can, but be ready to put her down if she doesn’t immediately back down.”

Then, he raises his voice, stepping forward towards the green-aura’d Arodenite. ”You have unleashed something here that will bring ruin to everyone here … and everyone across Golarion in our time. Everyone will die, even you. And this won’t bring back your god! Release your connection to the power so we can work to correct this. Please.”

I don’t think there’s a combat-use of Diplomacy, but on the off-chance that it can be made to work in this situation…
Diplomacy: 1d20 + 15 ⇒ (15) + 15 = 30

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

I got the impression that it was multiple lesser spell casters. I'm game for either role, but I'm not really shying away from the caster approach.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Because you think we'll struggle to incapacitating the spell caster? or because you think we're better suited to the task of seeking?

I just want to make sure I understand your suggestion (because I'm more-or-less fine either way).

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

I used the time-shift recovery thingy to gain back spell slots.

Kiddrik gives Sigríðr an annoyed look, but otherwise ignores her remark, focusing instead on the VC's responses with a shake of his head. "Then we'll do our best, I reckon. Aska, let's go cut us some tethers."

He hurries off with the team, moving towards the nearest tether as he and Aska watch for Harbinger threats.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik takes some time to help patch up his teammates, especially the ragged-looking Girzog.

Rolling some healing for Girzog, our friendly bird-man. His wand if he has it; mine if he doesn't.
CLW, x4 charges: 15 + 4d8 + 4 ⇒ 15 + (1, 3, 2, 7) + 4 = 32

"How do we cut the tethers to the Harbingers?" He looks around, "And once we do—and we're pushed back forward in time—what will happen to all these folks?"

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrk auto-passes the Religion check.

As Kiddrik reels from the disorientation of the time-warping, Aska flaps her tiny wings excitedly as she flits towards the robed figures.

”Arden!” the bird yells in her little girls’ voice, ”The eye of Aroden on their robes!”

He also autopasses the first History checks, and here’s for the second.
Know (History): 1d20 + 8 ⇒ (7) + 8 = 15

Finally shaking off the disorientation, he struggles to take in everything around him. In addition to the craziness, the young Taldan grabs his head, overwhelmed by something only he can hear.

”WHAT?! I CAN’T … SO MANY … BUT THA’TS NOT POSSI—” then his eyes widen, and he looks around himself in alarm, seeming to note a few particular details. He grabs his teammates, pointing to everything around them.

”Earthfall! This is Earthfall. Right now. Right here. We have to stop this, or this … time … warping thing will plunge the world. OUR world. Into a thousand years of darkness!” He looks at the craziness around him. ”We have about two hours before the asteroid hits. We gotta fix this now!”

Without waiting for any questions, he jumps up on the base of the nearest statue, not even realizing that he’s grabbing the crotch of a perfectly-proportioned Azlanti athlete. He raises his other hand, yelling out to the crowd in as calming a voice as he can manage.

”Everyone! Look here! Stop running!” Everything in his voice and bearing pleads for calm and compliance. ”We have to stay calm.” He points to the dome and shakes his head vigorously, trying to convey through pantomime that which he can’t communicate verbally. ”Don’t touch the bubble! It’s dangerous! Just stay calm and stay near us!”

Diplomacy, DC20: 1d20 + 15 ⇒ (5) + 15 = 20

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

So ... do we finish our fight? Or did we just push forward to something else?

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

I get that, but I'm not sure it's so useful in this situation. Darkness has a duration of (likely at least) 3 minutes for this caster. If we dropped an Obscuring Mist, wouldn't he just have to Withdraw out of the mist—taking the Darkness with him—and we're right back in the same situation?

I'm not saying Obscuring Mist isn't a creative solution to some Darkness/visibility situations, I just don't see that it would have been our "I win" card in this situation.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

How would it destroy the Darkness in this situation. It looks to me like the Darkness is centered on the caster (or an item carried by the caster), so if we popped an Obscuring Mist, wouldn't the caster simply need to move out of the mist?

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik tries to follow along, mostly by guessing the center of the blackness and by the sounds of combat.

Double move forward, I guess. He’d not want to derail Dekion (the better fighter), and he’d not want to overshoot, so I just kind of put him in a spot 3/4 of the way through the blackness.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

No.
Freaking.
Kidding.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Bless it is, then.

Without visibility, there's not much to do. :)

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik does the best he knows to do ... he whispers Light onto the end of his longpsear.

Casting Light, hoping to bring the light level up to Dim (for the Low-Level Vision folks among us).
for reference, Darkness

Will this allow Kiddrik to see well enough to try to close on the caster to keep the Light source as close to it as possible?

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

If not all of the illusion are dow by Girzog's turn, can we use the token to boost one of his misses into a hit? :D

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Thanks. Adjusted.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

GMG said he was going to crash, so in the name of proactivity, I’ll go ahead and assume an AoO is warranted. If not, just ignore it.
AoO, Longspear: 1d20 + 5 ⇒ (17) + 5 = 22
miss chance: 1d4 ⇒ 1
damage: 1d8 + 3 ⇒ (2) + 3 = 5

Kiddrik tries to harry the retreating snake-man, stabbing as quickly as he can to try to take down its illusory doubles.

I can’t see that movement is necessary, but if it is, Kiddrik will move to bring his longspear to bear.
AoO, Longspear: 1d20 + 5 ⇒ (12) + 5 = 17
miss chance: 1d4 ⇒ 3
damage: 1d8 + 3 ⇒ (7) + 3 = 10

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Has the baddie's location been updated since it stepped back? If so, wouldn't have provoked an AoO for retrieving or drinking the potion?

Grand Lodge

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Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

There has presumably been some time between the last fight and this one. We could easily have taken a minute to heal everyone up using wands. GMG, you okay with a slight retcon to do that? If so, Kiddrik will happily use folks's wands on them. And if you don't have a CLW wand and need healing, let me know and I'll hit you up with mine.

Also, Kiddrik' not a mind-reader. You could always have her speak up. ;P

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

"Don't know," shouts Kiddrik as he rushes forward, "Hit'em all!"

Double move (map updated)

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

With Aska on-hand to hep out, Kiddrik auto-passes the Diplomacy DC’s to both learn about Serpentfolk society and assist in freeing/healing them. So we should have both of those taken care of without rolls.

Kiddrik gives the team an encouraging thumbs-up when the last lizard falls, then he sets to work trying to converse with—and free/heal—the caged humans.

Next: Ophidian Rectory (is my vote)

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

”I’ll keep them from gangin’ up on Girzog!” Kiddrik croaks out, lurching to a jog around behind Belvica and the Tengu. ”Pin’em in!”

He staggers to a stop and jabs his longspear out, trying now to distract Belvica’s opponent so she can finish him off.

Move to get Girzog's back, then Aid Another on Belvica's next attack on Blue
Aid Another, DC10: 1d20 + 5 - 4 - 2 ⇒ (4) + 5 - 4 - 2 = 3

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik steps forward, but is too busy dry heaving to coordinate effectively with his teammates.

5' step, Aid Another against Vash's next attack roll on Green
longspear, DC10: 1d20 + 5 - 2 ⇒ (3) + 5 - 2 = 6; nope

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik, fighting to keep his lunch down, steps forward. He stabs at the closest troglodyte, distracting it from Dekion's next attack.

Move forward and Aid Another to Dekion's next attack against Green.
longspear; DC10: 1d20 + 5 - 2 ⇒ (16) + 5 - 2 = 19; success means Dekion receives a +5 to his next attack roll on Green.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

so sorry for the delay. Last two days went wheels-off for me.

And gotcha on the spoilered stuff, GMG.

Fort DC 13: 1d20 + 3 ⇒ (1) + 3 = 4
Fort DC 13: 1d20 + 3 ⇒ (9) + 3 = 12
Fort DC 13: 1d20 + 3 ⇒ (20) + 3 = 23

Not knowing how else to help, Kiddrik rushes forward. The wave of disgustingness hits him full on as he tries to ready his spear.

Move forward. Ready his longspear to attack against the first Trog to come into range of it.
Readied Longspear, sickened: 1d20 + 5 - 2 ⇒ (2) + 5 - 2 = 5
damage: 1d8 + 3 - 2 ⇒ (6) + 3 - 2 = 7

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Know (Local): 1d20 + 8 ⇒ (9) + 8 = 17; does this roll also give him insights into their Stench ability? And if so, could he just call out for everyone to hold their breath to avoid its effects?

"Troglodytes!" Kiddrik yells, "Cave dwellers! We have'em in our time!"

I'll wait to post actions until I get answer to the above about Stench and holding our breath.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

"Azlanti?" Kiddrik mutters distractedly, then his eyes widen. "Azlanti!" he shouts, now at his fellow pathfinders. "In the cages! They're Azlanti! Anyone speak the language?"

Forgetting about his stance only moments before, he fumbles at his waist, struggling to draw out a scroll. In short order, he pulls it out, finishes the scrolls spell, and reaches out—as calmly and reassuringly as he can—to touch the nearest, most receptive-looking adult of the slaves.

Casting Share Language from a scroll, targeting the nearest, adult slave who looks like they're trying to communicate with us.

When the spell-power dissipates, Kiddrik blurts out the first things that come to mind. "I'm Kiddrik! You're Azlanti! What's your name?! Can we free you?! Ho captured you?!"

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik steps in to lay a hand on Belvica's knife-hand. He shakes his head no. "Let's. Wait." he says in the overlyslow, annunciated way people speak to those they don't think share a language.

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

Kiddrik looks uncomfortably around the slave pens. "And even if we help them, can they come out of this time bubble thing? I heard a story one time about a fella who stumbled back through time, met his own parents, and nearly erased himself from his own life."

He looks over at Dekion, "As much as I don't like it, I think we might be best served by sticking pretty tight to our Explore and Report ideals."

I was about to ask if Kiddrik knew anything about this historical context that could shed some light, but earlier you said that it was so ancient that there are no records to learn from. Are History checks a waste of time? Or could Kiddrik help shed some light with a History check? If it's helpful...
Know (History): 1d20 + 8 ⇒ (1) + 8 = 9; sheesh. Apparently not.

Does there look like anything else worthwhile here? Or should we move on to another area?

Grand Lodge

Human Lvl 3 :: HP 21/21 :: AC 18 CMD 15 :: Fort +3 Ref +6 Will +3 :: Perception +1 (Aska +5; low-light)

How high up is the Red one?

Yah, Special games have some unique situations. Speaking of which, does that mean someone is that far ahead of us? O.o

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