Mortika runs Slumbering Tsar (PFRPG)


Play-by-Post

1,051 to 1,100 of 1,918 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>

Richard: "What do you know about Kroma's masters, dwelling in the city of Tsar?"

Head: I knew they move but do not breathe, that they keep themselves within the walls of Tsar, and I was glad to die before stepping foot near that accursed place. There is no good sanctuary against the unliving out here amid the desolate wastes, but the riddles of the Midnight Peddler warned that daring to enter Tsar itself would be far worse. No one ever leaves Tsar. Not alive, at any rate.

Richard: "Where is Tsar, exactly?"

Head: Hee hee. It's a fool's question. Seek the great scaffolds, the towers of cages. From there, follow the setting sun into the darkness of night.

Then Koscillisk sighs, and speaks no more.


For what it's worth, Gurg is about 75 hit points down from his full.

Gurg listens to the dialogue with the skull. He makes a face and turns to Alia.

"Are you guys trying to find Tsar? You want to go there??"


Female Human Ranger 7
GM Chris Mortika wrote:

For what it's worth, Gurg is about 75 hit points down from his full.

Gurg listens to the dialogue with the skull. He makes a face and turns to Alia.

"Are you guys trying to find Tsar? You want to go there??"

"Well, they want to, eventually. I've joined them because I think the undead infection is due to Tsar itself and that we can put a stop to it. But for now, we need to go back to the road and reach the ambush site. For that, we have a common goal and will be stronger together."

By the way, can knowledge nature identify creatures from Gurg description : winged creatures with huge talons that spit acid ?
If that is the case, knowledge nature1d20 + 11 ⇒ (9) + 11 = 20


The description doesn't match any fey Alia has heard of.

Gurg surveys the group and replies, "It is better to die in battle array than bedclothes. But it is a black thing, meeting your end at the hands of the undead. You would be better off if I attacked you all and slew you now." There's no smile behind his words.

Sense Motive, DC 17

Spoiler:
But there's no malice there either. It's Gurg's honest assessment, not a threat, and not a joke.


Sense Motive 1d20 + 6 ⇒ (11) + 6 = 17

"Gurg, I know you would not understand this very well, but to not make the attempt, would mean the death of our souls, slowly, one day at a time, until when death comes to claim us, there is only a shell left to join with the earth."


"I am smarter than most giants. I understand. My two cousins grew up with strong bonds, as blood-brothers ought. But Regol was called to serve Boube, the god 'whose shouts of fury are heard in every giant's heart'. His brother Yasmir was chosen by Set, the Jackal-God. Their priests commanded each to slay their kinfolk, which included one another.

"So, I know what you mean, when you say there is a weight on your heart that pushes you to your death."

And with that, he steps off the north edge of the mesa and slides down the bleached white sand.

This coming week, my company is sending me to San Diego. I'll still try to check in every day, but probably not as frequently. with luck, this will be the last trip for a while.


m Halfling Rogue 3 / Transmuter 3 / Shadow dancer 1

"Lovely. Just lovely." Nadeq comments dryly when Gurg steps off the mesa.
"So, who is next to blindly follow the lunatic suicidal giant?" He makes an exaggerated bow towards the others and sweeps his arm in the direction of the edge "After you"


Nadeq Shuzar Qedan wrote:

"Lovely. Just lovely." Nadeq comments dryly when Gurg steps off the mesa.

"So, who is next to blindly follow the lunatic suicidal giant?" He makes an exaggerated bow towards the others and sweeps his arm in the direction of the edge "After you"

Rasina looks at Nadeq, "Well, this whole trip has been less than pleasant, but now I want to know if we can learn more about these forces who attacked the caravan. If Kroma is out there, we need to learn as much as possible about him as we can."


Female Human Mooncaller Druid 4

"She is right Nadeq, the more information we have, the better equipped we are to destroy what lies ahead."

Turning to Montague stretching she asks, "Are you sure you are well? The trasformation left no ill effects?"


m Halfling Rogue 3 / Transmuter 3 / Shadow dancer 1

"Hey I agree with both of you. But I only trust that giant as far as i can throw him" he holds up his small arms "And that is not very far"


Other than his cute button eyes? None.

Actually, Montegue was held suspended in time during his existence as a doll, so to his internal clock, it's still only a couple hours past midnight. He only caught about six hours of sleep. Which should be fine for one night, but you should be careful of cumulative effects.

The party moves on, with a few longing glances back at the structure and the riches that surely lie within.

About two hours past dawn, there is suddenly a crash of thunder off to the southeast, even though there isn't a cloud in the sky, and a bolt of something not quite like natural lightning seems to arc from the sun to the ground. Mikka, you recognize it as the effect of call lightning , and the particulars of the thunder seem familiar to you, too.

Gurg moves off at a hustle, back towards the road. Are Durnast, Montegue, and Alia running after, or is Durnast creating mounts for the day?


Male Human Priest (Dreamer); HP 32/32; MP 19/19; Dodge 70/35/14
GM Chris Mortika wrote:

Other than his cute button eyes? None.

Actually, Montegue was held suspended in time during his existence as a doll, so to his internal clock, it's still only a couple hours past midnight. He only caught about six hours of sleep. Which should be fine for one night, but you should be careful of cumulative effects.

The party moves on, with a few longing glances back at the structure and the riches that surely lie within.

About two hours past dawn, there is suddenly a crash of thunder off to the southeast, even though there isn't a cloud in the sky, and a bolt of something not quite like natural lightning seems to arc from the sun to the ground. Mikka, you recognize it as the effect of call lightning , and the particulars of the thunder seem familiar to you, too.

Gurg moves off at a hustle, back towards the road. Are Durnast, Montegue, and Alia running after, or is Durnast creating mounts for the day?

Montague will dash after Gurg, but stay about 20' behind him so he can stay away from him when necessary.


Male Human Cleric / 7

I'm sorry, but I have to step out of this adventure. I've gotten swamped @ RL and some other PbPs ... Good luck to all.

I'm posting here, because I don't know how many people will read the OOC thread ... and I can't find it :P


Female Human Ranger 7
GM Chris Mortika wrote:

Gurg moves off at a hustle, back towards the road. Are Durnast, Montegue, and Alia running after, or is Durnast creating mounts for the day?

I hope he is creating mounts. Alia can run but her speed is only 40'.


Thanks, TDLoCC. Your contributions here have been deeply appreciated, and you're always welcome back. I'll take a step here to try to keep Richard alive and available in case you want to pick up the character again.

As you follow after Gurg, Richard pauses. "Good friends, this is a place once sacred to my god and his followers. Give me leave to stay here and meditate on this place. Surely, the words of that infernal spider-creature suggest there is more here than a simple tomb, and I would stay and uncover it. I'll be here when you return."

Let us presume that Durnast does indeed conjure up mounts for you. (Durnast, let us know if you have other plans.)

Gurg moves west, towards the road, and then, reaching it, north. After a couple hours, you see a large wooden structure, mostly hollow, up ahead. Then you arrive at the Crossroads. The roads go north here, towards the unknown lands; east, toward the goblin-pirate infested lowlands; west, toward the great mountains; and south, back to Camp.

But all around you is a great structure, made of several woods and metals, all imported into the Desolation. It stands thirty to forty feet high, and there are dozens of little rooms and cages hanging from the beams, at various heights, made from different materials, over a course of centuries, by all manner of cultures. You recognize some as from the same motifs as the handiwork of the Tomb of Abyssor, some have elvish carvings, or iron wrought with kobold skills. In each cage are the ossified remains of at least one humanoid, sometimes three or four.

There is no wind, not here.


GM Chris Mortika wrote:

Thanks, TDLoCC. Your contributions here have been deeply appreciated, and you're always welcome back. I'll take a step here to try to keep Richard alive and available in case you want to pick up the character again.

As you follow after Gurg, Richard pauses. "Good friends, this is a place once sacred to my god and his followers. Give me leave to stay here and meditate on this place. Surely, the words of that infernal spider-creature suggest there is more here than a simple tomb, and I would stay and uncover it. I'll be here when you return."

Rasina give Richard a hug and a friendly kiss goodbye, "May you find the spiritual enlightenment you are looking for, my friend."

GM Chris Mortika wrote:

Let us presume that Durnast does indeed conjure up mounts for you. (Durnast, let us know if you have other plans.)

Gurg moves west, towards the road, and then, reaching it, north. After a couple hours, you see a large wooden structure, mostly hollow, up ahead. Then you arrive at the Crossroads. The roads go north here, towards the unknown lands; east, toward the goblin-pirate infested lowlands; west, toward the great mountains; and south, back to Camp.

But all around you is a great structure, made of several woods and metals, all imported into the Desolation. It stands thirty to forty feet high, and there are dozens of little rooms and cages hanging from the beams, at various heights, made from different materials, over a course of centuries, by all manner of cultures. You recognize some as from the same motifs as the handiwork of the Tomb of Abyssor, some have elvish carvings, or iron wrought with kobold skills. In each cage are the ossified remains of at least one humanoid, sometimes three or four.

There is no wind, not here.

Rasina looks around,scanning the area for any movement. Perception 1d20 + 13 ⇒ (18) + 13 = 31. She turns to Gurg, and asks, Gurg, are you familiar with this place?

Chris, what was the significance of these cages when I saw them before in the Tomb of Abysthor?


Gurg looks around, a gleam in his eye. "Impressive, isn't it?"

To the south east, and up, you hear something rustling in one of the cages.


Female Human Mooncaller Druid 4

Mikka studies Gurg for a moment, fury flashing in her eyes. Sense motive1d20 + 5 ⇒ (7) + 5 = 12

"Impressive? Not the word I would use to describe this...this abomination! Sick, foul, evil, abhorrent yes, but not impressive. I will never understand how people can consider themselves civilized and so above the natural world whenn they do this to each other."

The sound of rustling curtails her rant, drawing her attention to its source.


Mikka, you're pretty sure that Gurg does indeed find this place impressive. You also get the impression that your disagreement doesn't sit well with him.

Far above, you hear a faint, hoarse voice. Most likely male, probably human:

Perception, DC 10:

Spoiler:
"...well I was slick and I was quick, and up the stairs I sped,
And much to my surprise I found the chandler's wife in bed;
And with her was another man of most gigantic size,
And they were having a (knock,knock,knock) right before my eyes -
and they were having a (knock,knock,knock) right before my eyes.

When the fun was over and done and the lady raised her head,
She was quite surprised to find me standing by the bed.
"If you will be discreet, my lad, if you would be so kind,
I'll let you come up for some (knock,knock,knock) whenever you feel inclined -
I'll let you come up for some (knock,knock,knock) whenever you feel inclined."


Female Human Mooncaller Druid 4

Sparing a final glare for the giant , Mikka glances up in the direction of the singing.

"I think there's a man up there, he sounds...drunk, although it could be the effect of hunger and the sun."

Didn't bother rolling since I have a +10 to perception


m Halfling Rogue 3 / Transmuter 3 / Shadow dancer 1

"Good god woman, don't argue with the giant!" Nadeq whisper with a grin as he moves past Mikka.

---------
"Drunk? How would anyone get alcohol out here? How would anyone survive out here for any period of time, and in a cage of all places? I assume they don't get meals delivered every day."

"Oh, well. Only one way to find out, right? Though i'm not sure i want to find out what 'knock knock knock' is" he shrugs and take out a rope while moving towards the singing.

Perception 1d20 + 15 ⇒ (16) + 15 = 31

----------
When he finds the singing man (might change depending on what he finds):

Nadeq hold out the Rope of Climbing and whisper something to it. The rope straightens in his hand and starts snaking upward.
He grab the rope and give it a pull to test it, and starts climbing. if there is less than 50 ft he will command his rope to make knots, reducing the climb check by 10


While Nadeq moves to investigate the caged, singing man, Rasina shoots a warning glance at Mikka, and turns to Gurg again, "So, is this your home Gurg? I have never seen anything quite so fascinating before. Was it your kin who built this place?"


Veren present and accounted for - I'll take my cue as the events unfold now.

For GM and Nadeq:

When Nadeq reaches the cage up the rope he's greeted by the sight of man that slightly whiffs of liquor and who is bravely grappling a piece of rope that has snaked around his keg and knotted it to the cage.

"Oi! Non'othis! There's enough for everybo- gimme back my-- oh. Hallo. Have we met?"

Somewhat sheepishly the man lets go of the rope; but after a moment possessively places his hand on the small keg.


m Halfling Rogue 3 / Transmuter 3 / Shadow dancer 1

Veren

Spoiler:
Nadeqs face as he see the man in the cage is one of surprise.
"Hello...?" he asks more than say while he watches the man struggle with the keg and rope No... I'm quite certain we never met"
He starts looking around the other cages filled with bones and back at the strange man "Are... Ehm... Are you dead?"
He keep glancing back and forth between the other cages and this apparently drunk man


For GM and Nadeq:

Getting a closer look at the small man in front of him, Veren, seemlessly switches to Halfling. Waving at the other cages and shrugging, "You know how it is, a party is only as good as the games it plays - and let me tell you this: do not ever play Truth or Dare with Elven princesses. Next thing you know you're either a god or hanging upside down in a strange cage."

After a moment's self-reflection: "I think I'm alive. Mind letting me out? Or do you think it'll be safer up here til that tall fella leaves?"


m Halfling Rogue 3 / Transmuter 3 / Shadow dancer 1
Veren Baccus wrote:
** spoiler omitted **

Veren

Spoiler:

"Riiight... Well, we've all been there"

"Just a second. Now let's have a look at this." he says and put on a pair of glasses goggles of minute seeing
disable device 1d20 + 20 ⇒ (10) + 20 = 30

"There you go. Come to think about it, maybe it is safer to stay up here. That giant aint right. As i understand he attacked a couple from our group who took him down and afterward healed him. Can you believe it? Healing a raging giant.. But that is them, forgiving and ever willing to see the good in people, the gods know why"


Female Human Ranger 7

At the crossroads, Alia veers her horse round looking at the cages and their occupant with a blank face. Hearing the noise and song, her bow comes up and she follows Nadeq acrobatics with a frown.

As the cage occupant seems to be harmless for now, she takes a look round so as not getting ambushed by whoever lurks round here.

Then she peers to the west, looking for the fabled city of Tsar, as the dead spider-dwarf had indicated.


m Halfling Rogue 3 / Transmuter 3 / Shadow dancer 1

oh yeah, might as well look for the city while up here
1d20 + 15 ⇒ (4) + 15 = 19


For GM and Nadeq:

"Thanks."

Veren looks down curiously, looking a bit doubtful. "Those two took down a giant? That sounds a bit like a tall tale - but one I'm willing to hear; and there'll be some ale in it for you too if the story includes the thighs of that foxy Elf."


Clearly, the party needed comic relief.

Nadeq, you can indeed pop the cage open. This is a clever piece of work: the entire thing is rigged to come crashing to the ground right below it, and I mean the whole thing: cage, chains, and all, and the base is hinged to open up towards the inside of the cage. It''s locked now, but you're betting that this fellow didn't enter through the door in the side.

How do you intend to get him down? (The fast way would be to just jimmy the floor and drop him, but that seems needlessly cruel.

--+--+--

Alia, the Crossroads is one of the most notorious features of the Desolation. Many cultures place their vilest offenders in cages at crossroads in the superstitious hope that the criminals’ evil spirits would be unable to find their way home. The disciples of Orcus, well-versed in vile offenders and vengeance from beyond the grave, were
no exception. Since the fall of Tsar, a sentence of death at the Crossroads has given out for only the most terrible of criminals, perhaps once every score of years.

And incidentally, the policy in this game is regarding spoilers: unless a spoiler is specifically directed at one individual, or I give a skill roll as a prerequisite, spoilers indicate "things your characters don't know" rather than "things you as a player don't know." So far, all the spoilers on this page are benign; everybody should feel free to look under them and keep yourself acquainted with the progress of the storyline, even though only Veren and Nadeq are currently able to contribute to the conversation.


m Halfling Rogue 3 / Transmuter 3 / Shadow dancer 1

"If you mean the pale one of them, i would watch my hands around her. You could easily burn your fingers with that one"

Would he be able to squeeze through the bars if i cast reduce person on him? If he can't Nadeq will climb all the way to the top of the beam holding his cage (the beam is not rigged to drop, right?) and fix my rope of climbing to his cage and then drop it so i can lower it down with rope. If this won't work i will try and levitate him to the top of the cage, using my arcane bond, and cast open/close on the bottom of the cage, and gently levitate him out and down.

Did it make sense?


For GM and Nadeq, and players:

"A spitfire?" Veren mumbles to himself and completely fails to hide a grin. "Speaking of which, did I mention the Elven princess? You didn't happen to run into her? Or maybe a centaur? They are pretty obvious to spot."

For GM:
Is there anything more about my prior party I should know? A place I can read up about them?


Nadeq, you could also open the side door to the cage, I guess. Getting him out isn't the problem. Getting him down requires some decisions, because the obvious things to use as a secure base for a rope --the cage, the chain its suspended from, the wooden beam above it-- all seem to be part of the trap, and they seem rigged to drop to the ground suddenly.

Hey, Nadeq, Veren, would each of you give me a Perception check, DC 20?

LoreKeeper, sure thing. Would you drop me a note a c (dot) mortika (at) gmail (another dot) com?


Perception 1d20 + 10 ⇒ (4) + 10 = 14

"So, you don't suppose that the thing is just staying up based on our weights? I don't know if it can be done, but can you tie the cage to the beam and still have enough slack to let us climb down?"


m Halfling Rogue 3 / Transmuter 3 / Shadow dancer 1

Ah i think i get it now.
Perception 1d20 + 15 ⇒ (2) + 15 = 17

"Nah. We did find a dead dwarf and a human, but no elf and definitely no centaur."

------

"That is excactly what I think. But don't worry, I have a few tricks up my sleeves. Now, you have to trust me on this. Well, if you don't it will really be your problem more than mine so i couldn't really care less. But if you want to get out you jump on my command, ok? Now hold on" he says and mumbles a quick arcane word. "Allright, on now. 1... 2... 3... NOW! JUMP!"

use arcane bond to cast feather fall on both of us


Veren leaps!

Acrobatics, jump for distance and landing somewhere not under a cage 1d20 + 12 ⇒ (15) + 12 = 27

"IYAAAAAAaaa... hmm. This wasn't nearly as painful as I thought. Thanks my friend, you've more than earned a seat by my side and my keg." Veren extends his hand. "You're a good ma- half-man, and the better half at that; I'm Veren Baccus and am very pleased to make your acquaintance."


m Halfling Rogue 3 / Transmuter 3 / Shadow dancer 1

"i'm Nadeq Qedan, and you are quite welcome. I think we could all benefit from an extra sword out here"

he turn towards the others and yell excited
"Hey! Look what i just found"


Veren waves, curious to see what new companions fate has brought his way.


Female Human Mooncaller Druid 4

Mikka walks her horse over to Rasinia. "Nadeq really is very brave isn't he? I can see why you like him so much."

Looking over her shoulder at where Alia sits her saddle like a sentinel she calls to the ranger.

"It seems that the gods have replaced one companion where another leaves. Do you see anything of notice?"


Rasina looks over at Mikka, murmering, "Nadeq is one of a kind, Mikka, he has saved my life 3 times, although if he brings it up, twice is the number. Indeed the gods do, but I also think they are laughing at us privately."

She looks over at the leering face of Veren, and inwardly winces to herself. This one has no care in the world, how can he be trusted when all he wants is a roll in the bedsheet?


Veren approaches the disparate group, first looking over the giant. "My-oh-my, you've sure grown tall. Must be the fresh air."

With a warm grin Veren addresses everybody, "I am Veren, Veren Baccus - and I'm very glad that fortune brought you to this place. Even my repertoire of songs can only last so long (besides, all the really good ones need extras for the chorus). That said, I've unfortunately lost sight of my original companions, so, if you'll have me, I'd enjoy traveling with you while I look for my lost love." (At the words "lost love" Veren smirks and gives just enough inflection to indicate that he's not being entirely literal.

Turning to Mikka, but tilting his head slightly askance to display his birthmark more clearly, "It seems we've been similarly blessed by our parents. And it appears you are as true to your bloodline as I am too mine."

Sense Motive DC 10:
It is clear that Veren believes that the divine birthmarks directly correlate to a blood relation with the respective gods; a not entirely uncommon belief, particularly among nomadic tribes. He'll even refer to the gods as Father and Mother as appropriate.

Finally, turning to Rasina, Veren switches to a slightly broken Elven: "You have to excuse me, my erstwhile teacher has gotten herself misplaced. My mastery of Elven still leaves much to be desired - perhaps you'll be able to set me straight on occasion?"

Able to speak Elven:

Although Veren speaks a slightly broken Elven (and double entendre aside), the particular vocabulary he uses is usually associated with Elven nobility - often making use of extremely polite forms of words.


Female Human Mooncaller Druid 4

Sense Motive 1d20 + 5 ⇒ (10) + 5 = 15

Mikka's eyes narrow slightly as she unconsciously slides a hand across her belly. She shares a meaningful look with Rasinia, her earlier point being confirmed. She studies his mark for a moment before responding.

" Something definitely brought us to this...place, although I doubt it was fortune."


I don't know if this is a good thing, the gods taking an interest in our affairs.

When she hears the elvish tongue, a tongue she has not heard in many months, it brings back painful memories of her parents, and their estrangement of her. She averts her eyes, to hide a tear threatening to fall to the ground.

In Elvish:

Spoiler:
"Welcome to our fellowship. It seems you are a man of many contradictions. I hope you have also reconciled yourself to your past, as I have."


Veren Baccus wrote:

Veren approaches the disparate group, first looking over the giant. "My-oh-my, you've sure grown tall. Must be the fresh air."

Gurg ponders for a moment. "No. My dam said we would all grow strong, so long as we ate our portion of human flesh. She was right."

Sense Motive, DC 20:

Spoiler:
He's just joking.

Sense Motive, DC 25:
Spoiler:
Actually, probably not.

Would everybody be so kind as to make a Perception check, adding in whatever bonuses you might have for listening?


Female Human Mooncaller Druid 4


Sense motive 1d20 + 5 ⇒ (1) + 5 = 6
Perception 1d20 + 10 ⇒ (1) + 10 = 11

WTF???

Mikka looks up at the giant, completely uncertain of his seriousness. Looking around at their surroundings, her pretty jaw clenches tightly, her un easy feeling reflected in her horse's nervous whinny.


It seems someone has offended the Dice Bot, he he

Sense Motive 1d20 + 6 ⇒ (14) + 6 = 20

Perception 1d20 + 13 ⇒ (11) + 13 = 24

Rasina is reassured Gurg is not being serious, hopefully. "So Gurg, what about elvish blood, is it poisonous to giants?" She responds light heartedly.

Her good humor dies as the feeling of impending doom from the surroundings, already bothering her friend, starts affecting her as well.


Rasina, something is coming in from the northwest, large, and fast. Looking, you see nothing but the haze and vaporous puffs coming from open caustic craters spread over that land.

You all smell the distinct odor of cinnamon.


Male Human Diviner 7 (favored class)

"Greetings, stranger in this desolate place.
Aren't these cages where the most depraved of criminals are left as punishment?"

Durnast would check the area for any dweomers as they approached (via Detect Magic).
Requested Perception Check: 1d20 + 11 ⇒ (18) + 11 = 29, Cam:1d20 + 11 ⇒ (16) + 11 = 27
Sorry about the absense...

Gear Talk:
I just wanted to clarify how we split everything up so it's all being used, and since it looks like we had to leave behind Richard behind, we can put what he might have taken to better use. Here's my take on who could best use what: Distribution as I see it:
Necklace of Force Beads (#?), Wand of Dispel Magic -> Nadeq & Rasina
I think Rasina and Nadeq should split these two somehow...

ring of protection +2, brooch of shielding -> Mikka

->Mikka's Amulet of Natural Armor +1 -> Rasina (Nadeq already got the Pufferfish Armor)

Cloth of "Shrink Person" (?) -> Montague
Maybe Montague could use it offensively in concert with trying to grapple somebody? (wrapping them up) - I would assume a Save would be in order then, of course. It DOES seem like another answer to Chris' previous question ~ "what to do with a caster you want to keep under your thumb?"

foresight ring: abjuration vs. evocation (previously to Richard ->Durnast?
Before I knew Richard was gone, I was thinking Durnast might claim the Amulet of Natural Armor +1 for a small defensive buff (since Rasina & Nadeq were getting decent loot with Wand & Necklace), but I think this would work well for Durnast if nobody else opposes.

Since we ended up not exploring the ruin, Durnast finished prepping the last of his spell slots. How many "magic mount" charges should I mark off the list? I suppose we would have left a real mount with Richard at the ruin. Also, once he had awoken at early dawn, Durnast used some of the time to learn one of the Jebli brother's spells (Haste), and Scribe it into his own Spellbook: Spellcraft 26 vs. 23 DC, 3 hrs and 90gp worth of magical inks. (though he doesn't prepare it today)

1,051 to 1,100 of 1,918 << first < prev | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Mortika runs Slumbering Tsar (PFRPG) All Messageboards

Want to post a reply? Sign in.