Author Topic: Rescue at Rivenroar (Game Thread Continued)  (Read 200856 times)

Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #300 on: March 20, 2015, 08:40:26 AM »
Galadren and Dunor return to find Shandien at the intersection and the res of the party behind. At the elf's beckoning they fall in line behind. The let the door close to the previous room and as it does you here a barely perceptible whisper of "Wait!" come through as it closed.

"Yes, Lets find this boy so we can retreat to a position of strength for a time."

As the easter door of the intersection is opened, the room behind is revealed in the rod light. Alcoves on the southern wall are filled with skeletal remains. There is an annex across from you, in which resides a small fountain of strange statues spew cool water forth that tickles the pooled water in its basin. Empty chains haphazardly wrapped around the statues end in open manacles.
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Offline Nanshork

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #301 on: March 20, 2015, 12:48:17 PM »
"This doesn't look pleasant." Tanthalus says as he moves to get a closer look at the statues.

Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #302 on: March 21, 2015, 10:29:17 AM »
Moving across the room disappearing into darkness to the north is a pillared hallway. The statuary of the fountain are cleverly carved to look like childlike cherubs from one angle and sinister demonic spawn from another. The manacles are small, looking like they would fit a small child's wrist, do not appear to have been forced open in any way.

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Offline Inspectre

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #303 on: March 21, 2015, 11:19:25 AM »
Galadren winces as he hears the whispered wait. 
In their haste to find the boy they had forgotten about poor Jalissa.

While Tanthalus explored the disturbing alcoves and fountain beyond the doorway, Galadren goes back the way they had come.
He struggles with the door for a moment, but eventually manages to shove it open again.

"Jalissa!"

He hisses, beckoning the acolyte over if she has not disappeared in the few seconds that the door has been closed, leaving her in darkness.

(Assuming she hasn't been eaten by a grue and comes over to join Galadren at the doorway rather than cowering in a corner.)

Getting close to the young woman, Galadren hands her the lit sunrod he had been carrying with an apologetic smile.

"Here.  Why don't you hang onto this for us.  We're still exploring this area so it could be very dangerous.  If you want to wait back in the room where we found you where it should be safer, that may be best.  But if you would rather, you can stay here - we'll be off in that hallway to the right."

Once he's satisfied that the young acolyte is alright, he moves to join the rest of the group again down in the sinister fountain room.

Down in the room, his sharp ears almost immediately pick up the sounds of chanting, coming from the hallway to the north.

"Bad guy!"

He whispers, pointing to the hallway to the north as he presses himself up against the north wall, next to the north hallway.

"Light 'em up, Shandien."

Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #304 on: March 23, 2015, 08:08:47 AM »
Jalissa meets the elf at the door. having begun following. She jumps when the door opens before she touches the handle. "I'd rather stay in sight of your group. If anything happens to you, then I will still be their prisoner." She shuffles into the room behind the group but hangs back at the door as the pillared hallway is explored for the chanting.

Shandien whips his sunrod down the hallway, it skitters across the floor and illuminates the room ahead. You can see a pile of bones in the room. Amid fresco and arcane inscription that decks the walls you also see a few moldering or rusting weapons. Then drawing his sword, switching it to his other hand and pulling a javelin to keep ready for a throw, he proceeds with the group down the hall.
« Last Edit: March 23, 2015, 08:32:43 AM by Melblen_Cairn »
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Offline Inspectre

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #305 on: March 24, 2015, 06:55:59 PM »
Galadren moves cautiously down the now fully-lit hallway, ducking between the pillars lining that hallway as he approaches the room ahead.
Entering the room, Galadren stops to pick up the sunrod, and then looks around the room beyond the hallway.
Now, where was that chanting coming from?

Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #306 on: March 25, 2015, 12:44:28 AM »
As Galadren approaches the room the chanting grows clearer with each step. The hoarse voice spews forth venomous arcane syllables. The light of the sunrod appears diminished in the room, as though something is suppressing it. Upon setting foot in the chamber the elf's eyes fall upon a shimmering sphere at it's center like a glowing bruise enveloping the form of a child who is on his hands and knees at the center of a circle.

An arcane stream pulls from the sphere and pulses as it enters the form of a rotted corpse, the source of the chanting, sitting on one of two thrones along the northern wall. At its side sits a bleached skeleton, stripped of any flesh, a scimitar across it bony legs. The rotting corpse's eyes flicker open, filled with purplish arcane fires and leveling them at Galadren screams, "Intrudersss! Conssssuume them!"

At this the skeleton at it's side stirs and lifts its scimitar from its lap as it rises from the seat.

"Arisse my warriorssss!" it continues and from the piles of bones that litter the throne room, five other undead warriors coalesce to confront the living.

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Lords of Rivenroar Audience Chamber Fight Round 1 Begins!

Map of the Audience Chamber

Status
Rotting Spellcaster @ B10 | Hit Points = Down 0 | Misc : | Cond : Concealment
Bleached Skeleton @ B11 | Hit Points = Down 0 | Misc : | Cond : Concealment
Shambling Skeleton @ A7 | Hit Points = Down 0 | Misc : | Cond : Concealment
Crumbling Skeleton @ E5 | Hit Points = Down 0 | Misc : | Cond : Concealment
Decrepit Skeleton @ G8 | Hit Points = Down 0 | Misc : | Cond : Concealment
Decaying Skeleton @ C16 | Hit Points = Down 0 | Misc : | Cond :
Moldering Skeleton @ E19 | Hit Points = Down 0 | Misc : | Cond :
Galadren @ H16 | Hit Points = 21/25 | Heal Surge = 2/7 | AP = 1 |  DMI = 3 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
Thespias @ in hall | Hit Points = 25/25 | Heal Surge = 2/7 | AP = 3 | DMI = 3 | Misc : Bold (+5 to save vs. Fear effects); Nimble Reaction (+2 to AC vs. AoO's); Storm Soul Resist -5 (Lightning, Thunder) | Cond :
Dunor @ in hall | Hit Points = 28/31 | Heal Surge = 2/8 | AP = 1 |  DMI = 3 | Misc : | Cond :
Shandien @ in hall | Hit Points = 28/28 | Heal Surge = 4/9 | AP = 1 |  DMI = 3 | Misc : Resist - 5 (Lightning), 2 (Cold, Fire, and Thunder); | Cond :
Tanthalus @ in hall | Hit Points = 28/32 | Heal Surge = 6/7 | AP = 2 |  DMI = 3 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
Tulugaq @ in hall | Hit Points = 30/30 | Heal Surge = 8/10 | AP = 2 |  DMI = 3 | Misc : | Cond :
« Last Edit: March 25, 2015, 12:48:47 AM by Melblen_Cairn »
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Offline bhu

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #308 on: March 25, 2015, 01:51:29 AM »
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Offline VennDygrem

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #309 on: March 25, 2015, 08:14:29 AM »
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Offline Inspectre

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #310 on: March 25, 2015, 08:02:38 PM »
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Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #311 on: March 26, 2015, 11:52:23 PM »


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Status
--->Galadren @ H16 | Hit Points = 21/25 | Heal Surge = 2/7 | AP = 1 |  DMI = 3 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
--->Dunor @ in hall | Hit Points = 28/31 | Heal Surge = 2/8 | AP = 1 |  DMI = 3 | Misc : | Cond :
Bleached Skeleton @ B11 | Hit Points = Down 0 | Misc : | Cond : Concealment
Rotting Spellcaster @ B10 | Hit Points = Down 0 | Misc : | Cond : Concealment
Shambling Skeleton @ A7 | Hit Points = Down 0 | Misc : | Cond : Concealment
Crumbling Skeleton @ E5 | Hit Points = Down 0 | Misc : | Cond : Concealment
Decrepit Skeleton @ G8 | Hit Points = Down 0 | Misc : | Cond : Concealment
Decaying Skeleton @ C16 | Hit Points = Down 0 | Misc : | Cond :
Moldering Skeleton @ E19 | Hit Points = Down 0 | Misc : | Cond :
Tanthalus @ in hall | Hit Points = 28/32 | Heal Surge = 2/7 | AP = 2 |  DMI = 3 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
Tulugaq @ in hall | Hit Points = 30/30 | Heal Surge = 8/10 | AP = 2 |  DMI = 3 | Misc : | Cond :
Thespias @ in hall | Hit Points = 25/25 | Heal Surge = 2/7 | AP = 3 | DMI = 3 | Misc : Bold (+5 to save vs. Fear effects); Nimble Reaction (+2 to AC vs. AoO's); Storm Soul Resist -5 (Lightning, Thunder) | Cond :
Shandien @ in hall | Hit Points = 28/28 | Heal Surge = 4/9 | AP = 1 |  DMI = 3 | Misc : Resist - 5 (Lightning), 2 (Cold, Fire, and Thunder); | Cond :
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Offline Inspectre

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #312 on: March 27, 2015, 06:40:29 AM »
Galadren didn't know what this thing was or what it was doing to the boy, but he could remember dealing with a similar undead spellcaster.  A horrifying creature sustained only by its lingering arcane power . . . a lich.  Galadren didn't know if that's what this thing was, nor what a lich's particular identifying features were other than being undead and casting magic.  But it seemed likely that the first and only demonstration of its identity as such would be the impressive magic it used to crush them like bugs. 

Galadren almost advised for a tactical retreat . . . but then he looked at the boy again, cowering against the floor as the magic around him continued to pulse around him.  Who knows what this thing was doing to him?  The sight of Kartanis bursting apart from within flashes through his mind, Galadren too late to save his old friend . . . this might well be his only chance to save his son.

Screw it.

Tightening his grip on his crossbow, Galadren advances into the room, moving to stand besides the boy.  He tilts his head to gesture at the child while leveling his crossbow at the undead thing's head.

"Make you a deal, corpse.  Let the boy go and we won't return you to your natural state of being.  No?"

Galadren could tell this thing was unimpressed by the sight of this scrawny elf threatening him with a bow.  So he narrowed his focus down to just this monster, and shot it in the head.  Then he slid a step back, hoping the mystical field around the boy could still provide some amount of cover.

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Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #313 on: March 27, 2015, 08:37:53 AM »
The bolt sails harmlessly high over the undead things head and clatters against a nearby longsword on the wall seemingly untouched by the ravages of time. The only response to Galadren's offer is a long hissing sound.

Lords of Rivenroard Audience Chamber Fight Round 1!

Map of the Rivenroar Audience Chamber

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Status
Galadren @ H16 | Hit Points = 21/25 | Heal Surge = 2/7 | AP = 1 |  DMI = 3 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
--->Dunor @ in hall | Hit Points = 28/31 | Heal Surge = 2/8 | AP = 1 |  DMI = 3 | Misc : | Cond :
Bleached Skeleton @ B11 | Hit Points = Down 0 | Misc : | Cond : Concealment
Rotting Spellcaster @ B10 | Hit Points = Down 0 | Misc : | Cond : Concealment
Shambling Skeleton @ A7 | Hit Points = Down 0 | Misc : | Cond : Concealment
Crumbling Skeleton @ E5 | Hit Points = Down 0 | Misc : | Cond : Concealment
Decrepit Skeleton @ G8 | Hit Points = Down 0 | Misc : | Cond : Concealment
Decaying Skeleton @ C16 | Hit Points = Down 0 | Misc : | Cond :
Moldering Skeleton @ E19 | Hit Points = Down 0 | Misc : | Cond :
Tanthalus @ in hall | Hit Points = 28/32 | Heal Surge = 2/7 | AP = 2 |  DMI = 3 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
Tulugaq @ in hall | Hit Points = 30/30 | Heal Surge = 8/10 | AP = 2 |  DMI = 3 | Misc : | Cond :
Thespias @ in hall | Hit Points = 25/25 | Heal Surge = 2/7 | AP = 3 | DMI = 3 | Misc : Bold (+5 to save vs. Fear effects); Nimble Reaction (+2 to AC vs. AoO's); Storm Soul Resist -5 (Lightning, Thunder) | Cond :
Shandien @ in hall | Hit Points = 28/28 | Heal Surge = 4/9 | AP = 1 |  DMI = 3 | Misc : Resist - 5 (Lightning), 2 (Cold, Fire, and Thunder); | Cond :
Wisdom has two parts; having a lot to say, and not saying it.

Offline VennDygrem

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #314 on: March 30, 2015, 11:55:29 PM »
Dunor rushes in blindly, mad with loathing for the undead abominations. He couldn't quite explain the sudden outburst of fury, but it was definitely the right time for it.

He drops his sunrod, then slashes at both undead- the wight and the skeleton next to it. It probably wasn't wise to get so near to them, but he figured better him than his companions.

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Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #315 on: March 31, 2015, 11:56:40 PM »
The blade puts a sizable nick in the skeletons ribcage bones, but it doesn't show any pain or fear of the large spinning warrior. While the otherblade glances off the protective spells the caster had place on itself as the blade stops far short of its mark. Dunor notes this closely that this skeleton is unlike the others in that its left arm ends in several long bones, splintered off at the ends to form jagged shards.

The bleached white skeleton thrusts that left arm at the large man looking to impale, Dunor whirls bringing his blades to bare on the skeleton. The attack scratches Dunor but leaves a small shard behind in his skin. The wound throbs and sends a shiver of unearthly cold down his spine.


The rotting corpse shrieks balefully and a wave of dread rolls out from it as Dunor continues his spinning onslaught of blades at both undead things.

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The shambling skeleton draws near to dunor leaving a cloud of bone dust behind at every step. Swinging it's blade clumsily at it's target which Dunor intercepts and counters but his own blades ring off it's shield.


Another skeleton, crumbling as it moves, lumbers toward the large warrior. As it wades in Dunor spins and takes it's head off it's shoulders and the rest of the bones collapse in a heap.


A decrepit skeleton nearest Dunor with it's jaw hanging loosely from it's skull deflects a whirling attack with it's shield and thrusts it's rusted blade at the warrior.


On the other side of the room a skeleton, decayed beyond the point in which it's bones should be able to support its weight, levels a bow at Galadren while another skeleton, bones molded and greenish releases an arrow at Tanthalus.


Lords of Rivenroard Audience Chamber Fight Round 1!

Map of the Rivenroar Audience Chamber

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Status
Galadren @ H15 | Hit Points = 14/25 | Heal Surge = 2/7 | AP = 1 |  DMI = 3 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
Dunor @ F7 | Hit Points = 14/31 | Heal Surge = 2/8 | AP = 1 |  DMI = 3 | Misc : Duelist Stance (each time an enemy hits or misses you, use Duelist's Prowess Attack) | Cond : Marking (Bleached Skeleton and Rotting Spellcaster); On-Going Necrotic Damage (5, save ends)
Bleached Skeleton @ C11 | Hit Points = Down 5 | Misc : | Cond : Concealment; Marked (Dunor)
Rotting Spellcaster @ B10 | Hit Points = Down 0 | Misc : | Cond : Concealment; Marked (Dunor)
Shambling Skeleton @ E7 | Hit Points = Down 0 | Misc : | Cond : Concealment
Crumbling Skeleton @ F6 | Hit Points = Down 11 | Misc : | Cond : Dead
Decrepit Skeleton @ G8 | Hit Points = Down 0 | Misc : | Cond : Concealment
Decaying Skeleton @ C16 | Hit Points = Down 0 | Misc : | Cond :
Moldering Skeleton @ E19 | Hit Points = Down 0 | Misc : | Cond :
--->Tanthalus @ in hall | Hit Points = 25/32 | Heal Surge = 2/7 | AP = 2 |  DMI = 3 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
--->Tulugaq @ in hall | Hit Points = 30/30 | Heal Surge = 8/10 | AP = 2 |  DMI = 3 | Misc : | Cond :
--->Thespias @ in hall | Hit Points = 25/25 | Heal Surge = 2/7 | AP = 3 | DMI = 3 | Misc : Bold (+5 to save vs. Fear effects); Nimble Reaction (+2 to AC vs. AoO's); Storm Soul Resist -5 (Lightning, Thunder) | Cond :
Shandien @ in hall | Hit Points = 28/28 | Heal Surge = 4/9 | AP = 1 |  DMI = 3 | Misc : Resist - 5 (Lightning), 2 (Cold, Fire, and Thunder); | Cond :
Thurnan @ ritual circle center | Hit Points = Down 3 | Misc : | Cond : Paralysis (Ritual)
Jalissa @ in hall | Hit Points = Down 0 | Misc : | Cond :
Wisdom has two parts; having a lot to say, and not saying it.

Offline Nanshork

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #316 on: April 01, 2015, 11:48:46 AM »
Tanthalus moves into the rear of the room and looks around, marking his foes.  The then raises his arms and calls out, "Amaunator, let your light cleanse this place!"  A glow emanates from his holy symbol, filling the room for a second and then dissipating just as quickly.  His allies feel invigorated, his foes aren't quite so lucky.

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Offline Shadowhunter

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #317 on: April 01, 2015, 07:54:07 PM »
Thespias advance into the chamber, continuing his time-honored tradition to throw lightning bolts at anything resembling a threat.

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Offline Melblen_Cairn

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #318 on: April 02, 2015, 12:48:40 AM »
The glow envelopes several of the undead, burning away the necromantic bonds holding it together and it collapses to the floor.

Lightning streaks across the room and blasts the two skeletons away.

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Lords of Rivenroard Audience Chamber Fight Round 1!

Map of the Rivenroar Audience Chamber

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Status
Galadren @ H15 | Hit Points = 14/25 | Heal Surge = 2/7 | AP = 1 |  DMI = 3 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
Dunor @ F7 | Hit Points = 14/31 | Heal Surge = 2/8 | AP = 1 |  DMI = 3 | Misc : Duelist Stance (each time an enemy hits or misses you, use Duelist's Prowess Attack) | Cond : Marking (Bleached Skeleton and Rotting Spellcaster); Divine Glow (+2 power bonus to Attack rolls); On-Going Necrotic Damage (5, save ends)
Bleached Skeleton @ C11 | Hit Points = Down 23 | Misc : | Cond : Concealment; Marked (Dunor)
Rotting Spellcaster @ B10 | Hit Points = Down 0 | Misc : | Cond : Concealment; Marked (Dunor)
Shambling Skeleton @ E7 | Hit Points = Down 18 | Misc : | Cond : Dead
Crumbling Skeleton @ F6 | Hit Points = Down 11 | Misc : | Cond : Dead
Decrepit Skeleton @ G8 | Hit Points = Down 0 | Misc : | Cond : Concealment
Decaying Skeleton @ C16 | Hit Points = Down 4 | Misc : | Cond : Dead
Moldering Skeleton @ E19 | Hit Points = Down 14 | Misc : | Cond : Dead
Tanthalus @ G11 | Hit Points = 25/32 | Heal Surge = 2/7 | AP = 2 |  DMI = 3 | Misc : Low-Light Vision (negates concealment in dim light conditions); Wildstep (Ignore difficult terrain when shifting); | Cond :
--->Tulugaq @ in hall | Hit Points = 30/30 | Heal Surge = 8/10 | AP = 2 |  DMI = 3 | Misc : | Cond :
[size=pt]Thespias @ H16[/size] | Hit Points = 25/25 | Heal Surge = 2/7 | AP = 3 | DMI = 3 | Misc : Bold (+5 to save vs. Fear effects); Nimble Reaction (+2 to AC vs. AoO's); Storm Soul Resist -5 (Lightning, Thunder) | Cond :
Shandien @ in hall | Hit Points = 28/28 | Heal Surge = 4/9 | AP = 1 |  DMI = 3 | Misc : Resist - 5 (Lightning), 2 (Cold, Fire, and Thunder); | Cond :
Thurnan @ ritual circle center | Hit Points = Down 3 | Misc : | Cond : Paralysis (Ritual)
Jalissa @ in hall | Hit Points = Down 0 | Misc : | Cond :
Wisdom has two parts; having a lot to say, and not saying it.

Offline bhu

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Re: Rescue at Rivenroar (Game Thread Continued)
« Reply #319 on: April 02, 2015, 02:37:40 AM »
"Kill the Wight first before he can revive his fallen minions!  Avoid the skeleton whose bones have been bleached clean!"

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