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Adventure: Lord Byron's Lost Silver (DM: Tenchuu, Judge: H.M.Gimlord)
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<blockquote data-quote="Tenchuu" data-source="post: 5241529" data-attributes="member: 85539"><p><span style="color: PaleGreen"><strong>"Very well,"</strong></span> the priest said, still annoyed. However, as Kruk starting asking the questions, he flinched, as if he were fearful of being attacked. His demeanor again became meek. <span style="color: PaleGreen"><strong>"Uh.. of course, I understand. Many have come through here from the mines, uh, lately. All of them, quite ill. Uh... incapacitated. It is possible your friend is among them. Please, follow me. They beds are, uh, setup in the catecombes. It is the only was we can ensure any infectious ills do not spread among the, uh, congregation. Please, right this way."</strong></span></p><p></p><p>Father Niris lead them to the back of the temple, and down a spiral staircase into the dank catacombs. The air reeked of decay, but the area was surprisingly well lit, with sconces every few week along the wall, and a few ceiling light fixtures. The priest stopped at the bottom of the stairs, stepped aside to let the adventurers pass. </p><p></p><p><span style="color: PaleGreen"><strong>"The, uh, ill are located in the back room. I'm afraid one of them passed in the night, and we have not, uh, had the time to perform a proper burial. It may yet be your friend."</strong></span></p><p></p><p>As the adventurers moved ahead, the trap was set, and Father Niris did not hesitate to spring it. <span style="color: PaleGreen"><strong>"ARISE!"</strong></span></p><p></p><p>In the four rooms, Zombies pushed aside coffin lids and sprung from under sheets upon the medical tables, one just a few feet from Kruk. Pretense no longer needed, Niris dropped the sheepish priest act and spoke with confidence. </p><p></p><p><span style="color: PaleGreen"><strong>"Your friend is likely dead, and now walking among them as these children are. I'd wager his body is working for my master in Hellview... Just as yours will soon be."</strong></span></p><p></p><p>[sblock=Mechanics] </p><p>NPCs use surprise round to get up. </p><p></p><p>NPC Initiative: <a href="http://invisiblecastle.com/roller/view/2601588/" target="_blank">14</a></p><p></p><p>[/sblock][sblock=Status]</p><p> Wil Rando: G12 <span style="color: Lime">40/40</span> HS 10/10 AP 1 MW 2/2 </p><p> Hergunna: G10 <span style="color: Lime">51/51 </span>HS 9/9 AP 1 </p><p> Kane: H8 <span style="color: Lime">59/59</span> HS 10/10 AP 1 </p><p> Kruk: H6 <span style="color: Lime">67/67 </span>HS 12/12 AP 1 </p><p> Carolina: E10 <span style="color: Lime">44/44 </span>HS 7/7 AP 1 </p><p> Charina: E12 <span style="color: Lime">39/39 </span>HS 7/7 AP 1 </p><p></p><p><strong>Enemies:</strong></p><p>Father Niris: D20 <span style="color: Lime">186/186 </span>AP 2/2</p><p>Dread Zombie: A16 <span style="color: Lime">66/66</span><span style="color: Lime">, <span style="color: PaleGreen">Auto-Phoenix-10hp*</span></span></p><p><span style="color: Lime"><span style="color: PaleGreen"></span></span>Dread Zombie: A18 <span style="color: Lime">66/66</span><span style="color: Lime">, <span style="color: PaleGreen">Auto-Phoenix-10hp*</span></span></p><p>Wraithborn: B4 <span style="color: Lime">150/150, <span style="color: PaleGreen">Regen 5</span></span></p><p>Corruption Corpse: H17 <span style="color: Lime">46/46</span><span style="color: Lime">, <span style="color: PaleGreen">Regen 5</span></span></p><p><span style="color: Lime"><span style="color: PaleGreen"></span></span>Corruption Corpse: H19 <span style="color: Lime">46/46</span><span style="color: Lime">, <span style="color: PaleGreen">Regen 5</span></span></p><p>Corpse of Despair: G5 <span style="color: Lime">86/86</span></p><p><span style="color: Lime"></span>Corpse of Despair: K15 <span style="color: Lime">86/86</span></p><p> Chillborn Zombie: H0 <span style="color: Lime">71/71</span></p><p><span style="color: Lime"></span>Chillborn Zombie: L2 <span style="color: Lime">71/71</span></p><p></p><p>[/sblock][sblock=map]</p><p> <img src="http://www.nexusnine.net/images/L4E/Byron3-1-1.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p> [/sblock][sblock=Enemies]</p><p> <strong>Father Niris (Reskin: Kalarel, Scion of Orcus</strong>)</p><p>Medium natural humanoid, human</p><p>Initiative +5 Senses Perception +9</p><p>HP 186; Bloodied 93</p><p>AC 22; Fortitude 21, Reflex 19, Will 24</p><p>Saving Throws +2</p><p>Speed 5</p><p>Action Points 2</p><p><strong>Rod of Ruin (standard, at-will) Weapon</strong></p><p>+14 vs AC; 2d6+5 damage plus ongoing 5 necrotic damage (save ends).</p><p><strong>Decaying Ray (standard, at-will) Necrotic</strong></p><p>Ranged 10; +12 vs Fortitude; 1d6+5 necrotic damage, and the target is weakened (save ends). Weakened Attacks deal half damage.</p><p><strong>Touch of Ruin (minor, at-will) Necrotic</strong></p><p>Kalarel must have combat advantage against the target.; +12 vs Fortitude; target gains only half the value of healing done to it until the end of Kalarel's next turn.</p><p><strong>Call of the Grave (minor, recharge ) Necrotic</strong></p><p>Ranged 5 (affects creatures with ongoing necrotic damage only); +12 vs Fortitude; the target is immobilized until the end of Kalarel's next turn.</p><p><strong>Unlife to Life (standard, encounter) Healing</strong></p><p>Close burst 5; undead allies heal 5 hp and can shift 3 as an immediate action.</p><p></p><p><strong>Wrathborn</strong></p><p>Medium natural humanoid (undead)</p><p>Initiative +7 Senses Perception +8; darkvision</p><p>HP 150; Bloodied 75</p><p>Regeneration 5</p><p>AC 25; Fortitude 23, Reflex 21, Will 19</p><p>Immune disease, poison, fear; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Saving Throws +2</p><p>Speed 5</p><p>Action Points 1</p><p><strong>Longsword (standard, at-will) Weapon</strong></p><p>+14 vs AC; 2d8+2 damage.</p><p><strong>Vengeful Strike (standard, at-will) Necrotic, Weapon</strong></p><p>Requires longsword; +14 vs AC; 1d8+1 damage plus 5 necrotic damage, and the target is pushed 1 square and knocked prone.</p><p><strong>Pinning Chains (standard, recharge ) Necrotic</strong></p><p>Close burst 5; targets enemies; +12 vs Reflex; 3d8+3 necrotic damage. Hit or Miss: Each enemy adjacent to the wrathborn is immobilized until the end of the wrathborn's next turn.</p><p><strong>Survival Instinct</strong></p><p>A wrathborn gains a +2 bonus to all defenses while bloodied.</p><p>Equipment: heavy shield , longsword , plate armor.</p><p></p><p><strong>Corruption Corpse</strong></p><p>Medium natural animate (undead)</p><p>Initiative +3 Senses Perception +3; darkvision</p><p><u>Grave Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls.</u></p><p>HP 46; Bloodied 23</p><p>Regeneration 5 (if the corruption corpse takes radiant damage, regeneration doesn’t function on its next turn)</p><p>AC 17; Fortitude 16, Reflex 14, Will 14</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Speed 4</p><p><strong>Slam (standard, at-will)</strong></p><p>+8 vs AC; 1d6+3 damage.</p><p><strong>Mote of Corruption (standard, at-will) Necrotic</strong></p><p>The corruption corpse hurls a black glob of necrotic filth: ranged 10; +7 vs Reflex; 2d6+3 necrotic damage, and the target is weakened (save ends).</p><p><strong>Death Burst (when reduced to 0 hit points) Necrotic</strong></p><p>The corruption corpse explodes: close burst 1; +7 vs Fortitude; 2d6+3 necrotic damage.</p><p></p><p><strong>Corpse of Despair</strong></p><p>Medium natural animate (undead)</p><p>Initiative +3 Senses Perception +4; darkvision</p><p>HP 86; Bloodied 43</p><p>AC 18; Fortitude 19, Reflex 15, Will 16</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Speed 4</p><p><strong>Slam (standard, at-will)</strong></p><p>+9 vs AC; 2d8+4 damage.</p><p><strong>Crushing Despair (standard, at-will)</strong></p><p>+9 vs AC; 2d6+4 damage, and the target is dazed (save ends).</p><p><strong>Death of Hope Psychic</strong></p><p>A dazed target hit by the corpse of despair also takes ongoing 5 psychic damage (save ends).</p><p></p><p><strong>Chillborn Zombie</strong></p><p>Medium natural animate (undead)</p><p>Initiative +5 Senses Perception +3; darkvision</p><p><u>Chillborn Aura (Cold) aura 2; any creature that enters or begins its turn in the aura takes 5 cold damage. Multiple chillborn auras deal cumulative damage.</u></p><p>HP 71; Bloodied 35</p><p>AC 22; Fortitude 20, Reflex 16, Will 16</p><p>Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant</p><p>Speed 4</p><p><strong>Slam (standard, at-will) Cold</strong></p><p>+11 vs AC; 1d6+4 damage, and the target is immobilized until the end of the chillborn zombie’s next turn and takes ongoing 5 cold damage (save ends).</p><p><strong>Death Burst (when reduced to 0 hit points) Cold</strong></p><p>The chillborn zombie explodes: close burst 1; +9 vs Fortitude; 2d6+2 cold damage, and the target is slowed (save ends).</p><p><strong>Ice Reaper Cold</strong></p><p>The chillborn zombie deals +5 cold damage to an immobilized creature.</p><p></p><p><strong>Dread Zombie</strong></p><p>Medium natural animate (undead)</p><p>Initiative +3 Senses Perception +3; darkvision</p><p>HP 66; Bloodied 33</p><p>AC 21; Fortitude 19, Reflex 15, Will 16</p><p>Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant</p><p>Speed 5</p><p><strong>Longsword (standard, at-will) Weapon</strong></p><p>+12 vs AC; 1d8+5 damage.</p><p><strong>Zombie Grab (standard, at-will)</strong></p><p>+10 vs Reflex; the target is grabbed. Attempts to escape the zombie's grab take a -5 penalty.</p><p><strong>Rise Again</strong></p><p>If a dread zombie is reduced to 0 hit points by an attack that does not deal fire or radiant damage, the creature is not destroyed. The dread zombie falls prone and appears to be destroyed, but instead, the creature returns with 10 hit points at the beginning of its next turn.</p><p><strong>Zombie Weakness</strong></p><p>A critical hit scored against a dread zombie reduces the zombie to 0 hit points.</p><p>Equipment: heavy shield , longsword , plate armor .</p><p>[/sblock][sblock=Roll Init]</p><p>Roll initiative. The NPCs are at 14. If you meet or beat them, take your full action now. If you don't, you can shift up to 3 squares, to correct any mistakes in formation I may have made setting up the board for this first round. </p><p></p><p>I realize this is a bit of a gotcha move, but tipping off this priest was a consequence of failing the skill challenge. </p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Tenchuu, post: 5241529, member: 85539"] [COLOR=PaleGreen][B]"Very well,"[/B][/COLOR] the priest said, still annoyed. However, as Kruk starting asking the questions, he flinched, as if he were fearful of being attacked. His demeanor again became meek. [COLOR=PaleGreen][B]"Uh.. of course, I understand. Many have come through here from the mines, uh, lately. All of them, quite ill. Uh... incapacitated. It is possible your friend is among them. Please, follow me. They beds are, uh, setup in the catecombes. It is the only was we can ensure any infectious ills do not spread among the, uh, congregation. Please, right this way."[/B][/COLOR] Father Niris lead them to the back of the temple, and down a spiral staircase into the dank catacombs. The air reeked of decay, but the area was surprisingly well lit, with sconces every few week along the wall, and a few ceiling light fixtures. The priest stopped at the bottom of the stairs, stepped aside to let the adventurers pass. [COLOR=PaleGreen][B]"The, uh, ill are located in the back room. I'm afraid one of them passed in the night, and we have not, uh, had the time to perform a proper burial. It may yet be your friend."[/B][/COLOR] As the adventurers moved ahead, the trap was set, and Father Niris did not hesitate to spring it. [COLOR=PaleGreen][B]"ARISE!"[/B][/COLOR] In the four rooms, Zombies pushed aside coffin lids and sprung from under sheets upon the medical tables, one just a few feet from Kruk. Pretense no longer needed, Niris dropped the sheepish priest act and spoke with confidence. [COLOR=PaleGreen][B]"Your friend is likely dead, and now walking among them as these children are. I'd wager his body is working for my master in Hellview... Just as yours will soon be."[/B][/COLOR] [sblock=Mechanics] NPCs use surprise round to get up. NPC Initiative: [URL="http://invisiblecastle.com/roller/view/2601588/"]14[/URL] [/sblock][sblock=Status] Wil Rando: G12 [COLOR=Lime]40/40[/COLOR] HS 10/10 AP 1 MW 2/2 Hergunna: G10 [COLOR=Lime]51/51 [/COLOR]HS 9/9 AP 1 Kane: H8 [COLOR=Lime]59/59[/COLOR] HS 10/10 AP 1 Kruk: H6 [COLOR=Lime]67/67 [/COLOR]HS 12/12 AP 1 Carolina: E10 [COLOR=Lime]44/44 [/COLOR]HS 7/7 AP 1 Charina: E12 [COLOR=Lime]39/39 [/COLOR]HS 7/7 AP 1 [B]Enemies:[/B] Father Niris: D20 [COLOR=Lime]186/186 [/COLOR]AP 2/2 Dread Zombie: A16 [COLOR=Lime]66/66[/COLOR][COLOR=Lime], [COLOR=PaleGreen]Auto-Phoenix-10hp* [/COLOR][/COLOR]Dread Zombie: A18 [COLOR=Lime]66/66[/COLOR][COLOR=Lime], [COLOR=PaleGreen]Auto-Phoenix-10hp*[/COLOR][/COLOR] Wraithborn: B4 [COLOR=Lime]150/150, [COLOR=PaleGreen]Regen 5[/COLOR][/COLOR] Corruption Corpse: H17 [COLOR=Lime]46/46[/COLOR][COLOR=Lime], [COLOR=PaleGreen]Regen 5 [/COLOR][/COLOR]Corruption Corpse: H19 [COLOR=Lime]46/46[/COLOR][COLOR=Lime], [COLOR=PaleGreen]Regen 5[/COLOR][/COLOR] Corpse of Despair: G5 [COLOR=Lime]86/86 [/COLOR]Corpse of Despair: K15 [COLOR=Lime]86/86[/COLOR] [COLOR=Lime] [/COLOR]Chillborn Zombie: H0 [COLOR=Lime]71/71 [/COLOR]Chillborn Zombie: L2 [COLOR=Lime]71/71[/COLOR] [/sblock][sblock=map] [IMG]http://www.nexusnine.net/images/L4E/Byron3-1-1.png[/IMG] [/sblock][sblock=Enemies] [B]Father Niris (Reskin: Kalarel, Scion of Orcus[/B]) Medium natural humanoid, human Initiative +5 Senses Perception +9 HP 186; Bloodied 93 AC 22; Fortitude 21, Reflex 19, Will 24 Saving Throws +2 Speed 5 Action Points 2 [B]Rod of Ruin (standard, at-will) Weapon[/B] +14 vs AC; 2d6+5 damage plus ongoing 5 necrotic damage (save ends). [B]Decaying Ray (standard, at-will) Necrotic[/B] Ranged 10; +12 vs Fortitude; 1d6+5 necrotic damage, and the target is weakened (save ends). Weakened Attacks deal half damage. [B]Touch of Ruin (minor, at-will) Necrotic[/B] Kalarel must have combat advantage against the target.; +12 vs Fortitude; target gains only half the value of healing done to it until the end of Kalarel's next turn. [B]Call of the Grave (minor, recharge ) Necrotic[/B] Ranged 5 (affects creatures with ongoing necrotic damage only); +12 vs Fortitude; the target is immobilized until the end of Kalarel's next turn. [B]Unlife to Life (standard, encounter) Healing[/B] Close burst 5; undead allies heal 5 hp and can shift 3 as an immediate action. [B]Wrathborn[/B] Medium natural humanoid (undead) Initiative +7 Senses Perception +8; darkvision HP 150; Bloodied 75 Regeneration 5 AC 25; Fortitude 23, Reflex 21, Will 19 Immune disease, poison, fear; Resist 10 necrotic; Vulnerable 5 radiant Saving Throws +2 Speed 5 Action Points 1 [B]Longsword (standard, at-will) Weapon[/B] +14 vs AC; 2d8+2 damage. [B]Vengeful Strike (standard, at-will) Necrotic, Weapon[/B] Requires longsword; +14 vs AC; 1d8+1 damage plus 5 necrotic damage, and the target is pushed 1 square and knocked prone. [B]Pinning Chains (standard, recharge ) Necrotic[/B] Close burst 5; targets enemies; +12 vs Reflex; 3d8+3 necrotic damage. Hit or Miss: Each enemy adjacent to the wrathborn is immobilized until the end of the wrathborn's next turn. [B]Survival Instinct[/B] A wrathborn gains a +2 bonus to all defenses while bloodied. Equipment: heavy shield , longsword , plate armor. [B]Corruption Corpse[/B] Medium natural animate (undead) Initiative +3 Senses Perception +3; darkvision [U]Grave Stench aura 1; living enemies in the aura take a -5 penalty to attack rolls.[/U] HP 46; Bloodied 23 Regeneration 5 (if the corruption corpse takes radiant damage, regeneration doesn’t function on its next turn) AC 17; Fortitude 16, Reflex 14, Will 14 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 4 [B]Slam (standard, at-will)[/B] +8 vs AC; 1d6+3 damage. [B]Mote of Corruption (standard, at-will) Necrotic[/B] The corruption corpse hurls a black glob of necrotic filth: ranged 10; +7 vs Reflex; 2d6+3 necrotic damage, and the target is weakened (save ends). [B]Death Burst (when reduced to 0 hit points) Necrotic[/B] The corruption corpse explodes: close burst 1; +7 vs Fortitude; 2d6+3 necrotic damage. [B]Corpse of Despair[/B] Medium natural animate (undead) Initiative +3 Senses Perception +4; darkvision HP 86; Bloodied 43 AC 18; Fortitude 19, Reflex 15, Will 16 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 4 [B]Slam (standard, at-will)[/B] +9 vs AC; 2d8+4 damage. [B]Crushing Despair (standard, at-will)[/B] +9 vs AC; 2d6+4 damage, and the target is dazed (save ends). [B]Death of Hope Psychic[/B] A dazed target hit by the corpse of despair also takes ongoing 5 psychic damage (save ends). [B]Chillborn Zombie[/B] Medium natural animate (undead) Initiative +5 Senses Perception +3; darkvision [U]Chillborn Aura (Cold) aura 2; any creature that enters or begins its turn in the aura takes 5 cold damage. Multiple chillborn auras deal cumulative damage.[/U] HP 71; Bloodied 35 AC 22; Fortitude 20, Reflex 16, Will 16 Immune disease, poison; Resist 10 cold, 10 necrotic; Vulnerable 5 fire, 5 radiant Speed 4 [B]Slam (standard, at-will) Cold[/B] +11 vs AC; 1d6+4 damage, and the target is immobilized until the end of the chillborn zombie’s next turn and takes ongoing 5 cold damage (save ends). [B]Death Burst (when reduced to 0 hit points) Cold[/B] The chillborn zombie explodes: close burst 1; +9 vs Fortitude; 2d6+2 cold damage, and the target is slowed (save ends). [B]Ice Reaper Cold[/B] The chillborn zombie deals +5 cold damage to an immobilized creature. [B]Dread Zombie[/B] Medium natural animate (undead) Initiative +3 Senses Perception +3; darkvision HP 66; Bloodied 33 AC 21; Fortitude 19, Reflex 15, Will 16 Immune disease, poison; Resist 10 necrotic; Vulnerable 5 radiant Speed 5 [B]Longsword (standard, at-will) Weapon[/B] +12 vs AC; 1d8+5 damage. [B]Zombie Grab (standard, at-will)[/B] +10 vs Reflex; the target is grabbed. Attempts to escape the zombie's grab take a -5 penalty. [B]Rise Again[/B] If a dread zombie is reduced to 0 hit points by an attack that does not deal fire or radiant damage, the creature is not destroyed. The dread zombie falls prone and appears to be destroyed, but instead, the creature returns with 10 hit points at the beginning of its next turn. [B]Zombie Weakness[/B] A critical hit scored against a dread zombie reduces the zombie to 0 hit points. Equipment: heavy shield , longsword , plate armor . [/sblock][sblock=Roll Init] Roll initiative. The NPCs are at 14. If you meet or beat them, take your full action now. If you don't, you can shift up to 3 squares, to correct any mistakes in formation I may have made setting up the board for this first round. I realize this is a bit of a gotcha move, but tipping off this priest was a consequence of failing the skill challenge. [/sblock] [/QUOTE]
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Adventure: Lord Byron's Lost Silver (DM: Tenchuu, Judge: H.M.Gimlord)
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