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Dax Thura

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  1. B1 This room is decorated with tiny, glowing points of light and scratched carvings of butterflies. Upon a short dais at one end between two hallways are two delicate bare feet apparently carved from stone. Chunks of shattered stone around the dais hint at the fate of the rest of the statue. Nailed to the wall above the dais is the preserved corpse of a hideously ugly gray-skinned horned woman. The wall behind her once bore a written message in flowing script, but it’s been scratched out and replaced by a new phrase. You spend some time desecrating the desecration of the room. It would take for time and material than you have there to properly rededicate it, though. B2 Round 1 - Garion has a held action Moved tokens to be adjacent to the body of the tree if you were attacking it. Round 2 All PCs - This is a hazard. You can disable with Athletics or Thievery (expert) 25 to force or lever open a single branch, disabling that branch and freeing any creature trapped within. Thievery DC 29 (expert) to disrupt the tree’s magical animation, shut it down, and free all trapped creatures. One may place a (specific item that you do not yet have) in the indentation as a 2 action interact to shut the hazard down. - At the start of round 2 Garion needs to attempt a Will 31 v 14 mental damage. as he begins to have vivid, warped dreams of true events. * The tree hits Nalah, Grabbing her up. It also clubs Drasil directly on his head, stunning the enraged elf. * Status Visibility: Terrain: Cover: 98/98 HP 2/3 AP; 71/96 HP; 31/102 HP 3/3 AP; 833/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 41/89 HP 3/3 AP; False Life; Grabbed, Restrained 135/154 HP 1/3 AP; 76/136 HP 1/3 AP; Darkvision; Grabbed Tree -10 hp Mentions
  2. B1 This room is decorated with tiny, glowing points of light and scratched carvings of butterflies. Upon a short dais at one end between two hallways are two delicate bare feet apparently carved from stone. Chunks of shattered stone around the dais hint at the fate of the rest of the statue. Nailed to the wall above the dais is the preserved corpse of a hideously ugly gray-skinned horned woman. The wall behind her once bore a written message in flowing script, but it’s been scratched out and replaced by a new phrase. You spend some time desecrating the desecration of the room. It would take for time and material than you have there to properly rededicate it, though. B2 The centerpiece of this room is a tall statue of a willow tree carved from pale marble. Six oversized roots around the base of the tree resemble stone beds radiating out from the trunk, with just enough room to climb into them beneath the statue’s stone branches. Exits lead out from opposite sides of the room. Perception 12 There is a disc-shaped indentation in the tree's trunk about the size of a human hand. As Garion looks over the tree, one of the limbs reaches out and grabs at him. Round 1 All PCs May Act - I somehow forgot to add this part to my last post. This is a hazard. You can disable with Athletics or Thievery (expert) 25 to force or lever open a single branch, disabling that branch and freeing any creature trapped within. Thievery DC 29 (expert) to disrupt the tree’s magical animation, shut it down, and free all trapped creatures. One may place a (specific item that you do not yet have) in the indentation as a 2 action interact to shut the hazard down. * The tree reaches out for Garion, smacking him with its wooden limb and Grabbing hold of the gnome. It then begins to squeeze and squeeze the life out of Garion. * Garion discovers that being cute is not the answer to all his problems. At least this time he's not being swallowed whole. * Nalah rushes in to help Garion by pulling him free. She fails and gets smacked by the tree for her efforts. The Repostion action requires you to have have hold of a target first. I did allow it this time, but gave a bonus to the tree. Otherwise, you would have succeeded. * Drasil's mad dash into the room allows the tree to hit him with a thick branch. The elf's sword bounces off of the wooden thing. * Kyros isn't ready for the wooden limb to slam into him. However, he is able to make it to the tree and start working to deactivate it. Disable is a 2 action action. It took you 2 actions to get to the tree. * Hamarr comes stomping into the room. He pays little attention to the swinging branches as he uses his axe to cut into the tree. It doesn't bite as deep as it should. * Kuz'Arak doesn't see anything that might be of use to disable the attacking tree. ** Kajimara, who, until now has followed along brooding. Her eyes rolling at every opportunity and sighing heavily as if this is all such a tremendous chore, perks up immediately at the opportunity to bite something. Her verve is quenched, however, when she is hit by the stick. Status Visibility: Terrain: Cover: 98/98 HP 2/3 AP; 71/96 HP; 83/102 HP 3/3 AP; 833/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 41/89 HP 3/3 AP; False Life 135/154 HP 1/3 AP; 105/136 HP 1/3 AP; Darkvision Tree -10 hp Mentions
  3. B1 This room is decorated with tiny, glowing points of light and scratched carvings of butterflies. Upon a short dais at one end between two hallways are two delicate bare feet apparently carved from stone. Chunks of shattered stone around the dais hint at the fate of the rest of the statue. Nailed to the wall above the dais is the preserved corpse of a hideously ugly gray-skinned horned woman. The wall behind her once bore a written message in flowing script, but it’s been scratched out and replaced by a new phrase. You spend some time desecrating the desecration of the room. It would take for time and material than you have there to properly rededicate it, though. B2 The centerpiece of this room is a tall statue of a willow tree carved from pale marble. Six oversized roots around the base of the tree resemble stone beds radiating out from the trunk, with just enough room to climb into them beneath the statue’s stone branches. Exits lead out from opposite sides of the room. Perception 12 There is a disc-shaped indentation in the tree's trunk about the size of a human hand. As Garion looks over the tree, one of the limbs reaches out and grabs at him. Round 1 All PCs May Act - I somehow forgot to add this part to my last post. This is a hazard. You can disable with Athletics or Thievery (expert) 25 to force or lever open a single branch, disabling that branch and freeing any creature trapped within. Thievery DC 29 (expert) to disrupt the tree’s magical animation, shut it down, and free all trapped creatures. One may place a (specific item that you do not yet have) in the indentation as a 2 action interact to shut the hazard down. * The tree reaches out for Garion, smacking him with its wooden limb and Grabbing hold of the gnome. It then begins to squeeze and squeeze the life out of Garion. * Garion action is important here. I suppose there is a possibility that you can escape. That would potentially change other people's action. Will you change your action? * Status Visibility: Terrain: Cover: 98/98 HP 2/3 AP; 96/96 HP; 81/102 HP 3/3 AP; 104/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 45/89 HP 3/3 AP; False Life 154/154 HP 1/3 AP; 136/136 HP 1/3 AP; Darkvision Mentions
  4. Round 5 All PCs May Act - Lavinia needs a Will 22 v being Shaken. The Jangly Man's voice and the weird shifting, glowing nanites are hypnotic. * STATUS Light Level: Dark Terrain: Urban - SP 57/63 HP 58/58 RP 10/10 || - SP 74/81 HP 69/69 RP 9/9 || Low-Light Vision, Darkvision 60'; Lesser Resistant Armor [Acid/Cold] - SP 50/79 HP 58/58 RP 10/10 || Lesser Resistant Armor [Acid/Cold] - SP 73/73 HP 67/67 RP 9/9 || Low-Light Vision, Light (mote); Lesser Resistant Armor [Acid/Cold] - HP 6/6 (narrative starship combat) - SP 63/63 HP 49/49 RP 10/10 || Low-Light Vision - SP 81/81 HP 67/67 RP 9/9 || Low-Light Vision, Darkvision 60'; Jangly Man -66 hp Blue -63 hp Green Mentions
  5. Round 4 Lavinia May Act - Menelas needs a Will 22 v being Shaken. The Jangly Man's voice and the weird shifting, glowing nanites are hypnotic. * Menelas keeps a strong defense while he summons the energies of the cosmos. * Kaeon treats the Jangly Man to his own brand of off-putting combat that stymies him. * Dmerilo's magically charged hands leave Blue even more wispy than before. * Lavinia soars over the group to make it to Dmerilo, however, Green is able to reach her as she does so. Despite the attack, Lavinia is able to make it and counteract the effect that the Jangly Man has on Dmerilo. * Blue continues to go after, and fail to hit, Dmerilo. * Green caresses Menelas's shield. * The Jangly Man hits Kaeon. His awkward effect targets Lavinia. He then runs to the lift. STATUS Light Level: Dark Terrain: Urban - SP 57/63 HP 58/58 RP 10/10 || - SP 74/81 HP 69/69 RP 9/9 || Low-Light Vision, Darkvision 60'; Lesser Resistant Armor [Acid/Cold] - SP 50/79 HP 58/58 RP 10/10 || Lesser Resistant Armor [Acid/Cold] - SP 73/73 HP 67/67 RP 9/9 || Low-Light Vision, Light (mote); Lesser Resistant Armor [Acid/Cold] - HP 6/6 (narrative starship combat) - SP 63/63 HP 49/49 RP 10/10 || Low-Light Vision - SP 81/81 HP 67/67 RP 9/9 || Low-Light Vision, Darkvision 60'; Jangly Man -66 hp Blue -63 hp Green Mentions
  6. C1. Because of distance and cover, it takes three rounds to finish off the xtabays. At least one of your near misses tell that the person is probably dead already. Mark of three rounds of ammo. What do you do next/ STATS Perception: Normal Terrain: Jungle Cover: Normal 10/10 HP; 8/8 HP; 9/9 HP; 12/12 HP; Mentions
  7. B1 This room is decorated with tiny, glowing points of light and scratched carvings of butterflies. Upon a short dais at one end between two hallways are two delicate bare feet apparently carved from stone. Chunks of shattered stone around the dais hint at the fate of the rest of the statue. Nailed to the wall above the dais is the preserved corpse of a hideously ugly gray-skinned horned woman. The wall behind her once bore a written message in flowing script, but it’s been scratched out and replaced by a new phrase. You spend some time desecrating the desecration of the room. It would take for time and material than you have there to properly rededicate it, though. B2 The centerpiece of this room is a tall statue of a willow tree carved from pale marble. Six oversized roots around the base of the tree resemble stone beds radiating out from the trunk, with just enough room to climb into them beneath the statue’s stone branches. Exits lead out from opposite sides of the room. Perception 12 There is a disc-shaped indentation in the tree's trunk about the size of a human hand. As Garion looks over the tree, one of the limbs reaches out and grabs at him. Round 1 All PCs May Act - I somehow forgot to add this part to my last post. This is a hazard. You can disable with Athletics or Thievery (expert) 25 to force or lever open a single branch, disabling that branch and freeing any creature trapped within. Thievery DC 29 (expert) to disrupt the tree’s magical animation, shut it down, and free all trapped creatures. One may place a (specific item that you do not yet have) in the indentation as a 2 action interact to shut the hazard down. * The tree reaches out for Garion, smacking him with its wooden limb and Grabbing hold of the gnome. It then begins to squeeze and squeeze the life out of Garion. * Garion may change his action. * Nalah may change her action. * Status Visibility: Terrain: Cover: 98/98 HP 2/3 AP; 96/96 HP; 81/102 HP 3/3 AP; 104/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 45/89 HP 3/3 AP; False Life 154/154 HP 1/3 AP; 136/136 HP 1/3 AP; Darkvision Mentions
  8. My thought is that, due to how I handle Initiative, I usually allow reactions 'before you have acted'. There are times when that isn't true, though. You are always welcome to ask questions, get clarification, or correct me on my mistooks.
  9. B1 This room is decorated with tiny, glowing points of light and scratched carvings of butterflies. Upon a short dais at one end between two hallways are two delicate bare feet apparently carved from stone. Chunks of shattered stone around the dais hint at the fate of the rest of the statue. Nailed to the wall above the dais is the preserved corpse of a hideously ugly gray-skinned horned woman. The wall behind her once bore a written message in flowing script, but it’s been scratched out and replaced by a new phrase. You spend some time desecrating the desecration of the room. It would take for time and material than you have there to properly rededicate it, though. B2 The centerpiece of this room is a tall statue of a willow tree carved from pale marble. Six oversized roots around the base of the tree resemble stone beds radiating out from the trunk, with just enough room to climb into them beneath the statue’s stone branches. Exits lead out from opposite sides of the room. Perception 12 There is a disc-shaped indentation in the tree's trunk about the size of a human hand. As Garion looks over the tree, one of the limbs reaches out and grabs at him. Round 1 All PCs May Act * The tree reaches out for Garion, smacking him with its wooden limb and Grabbing hold of the gnome. It then begins to squeeze and squeeze the life out of Garion. * Status Visibility: Terrain: Cover: 98/98 HP 2/3 AP; 96/96 HP; 81/102 HP 3/3 AP; 104/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 45/89 HP 3/3 AP; False Life 154/154 HP 1/3 AP; 136/136 HP 1/3 AP; Darkvision Mentions
  10. C1. You can easily follow the trail of the kobolds and miners, who did not work to conceal their tracks once they got this far. The tracks lead you through the jungle to a flowered clearing 2 miles from the ridge. The dense forestation of the valley jungle thins here, opening up enough to reveal the sky through the canopy. Beneath this opening, an ancient ruin consumed by the jungle is barely visible. Vines and leafy foliage encrust toppled blocks of quarried stone, tall grass grows up between derelict paving stones, and squat statues depicting dwarves in heavy armor stand crooked or fractured entirely from the infiltration of twisting roots. Among the more notable features here are the exotic flowers—tall, pitcher-shaped, golden blooms with seven petals, the interior of each a deep red. The soothing fragrance of the flowers fills the valley, and motes of pollen drift lazily in the air. If Khan is right, the body could still be alive and is being slowly digested by the plants. You can stay back and use ranged attacks. Let me know what attacks will be used. STATS Perception: Normal Terrain: Jungle Cover: Normal 10/10 HP; 8/8 HP; 9/9 HP; 12/12 HP; Mentions
  11. B1 This room is decorated with tiny, glowing points of light and scratched carvings of butterflies. Upon a short dais at one end between two hallways are two delicate bare feet apparently carved from stone. Chunks of shattered stone around the dais hint at the fate of the rest of the statue. Nailed to the wall above the dais is the preserved corpse of a hideously ugly gray-skinned horned woman. The wall behind her once bore a written message in flowing script, but it’s been scratched out and replaced by a new phrase. Abelstia is a name like any other. It could be a hag's name. B2 The centerpiece of this room is a tall statue of a willow tree carved from pale marble. Six oversized roots around the base of the tree resemble stone beds radiating out from the trunk, with just enough room to climb into them beneath the statue’s stone branches. Exits lead out from opposite sides of the room. Status Visibility: Terrain: Cover: 98/98 HP 2/3 AP; 96/96 HP; 81/102 HP 3/3 AP; 104/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 99/89 HP 3/3 AP; False Life 154/154 HP 1/3 AP; 136/136 HP 1/3 AP; Darkvision Mentions
  12. Working together, you find a switchback that allows you to, with caution, make it to the bottom safely. At the bottom, you find yourselves beneath a dense canopy of tall jungle trees. Due to the limited sunlight that comes through the canopy, the jungle floor is largely devoid of undergrowth, save for extremely small and sparse vegetation. The majority of the jungle floor is made of massive root structures from the ancient trees and moss-covered rocks. C1. You can easily follow the trail of the kobolds and miners, who did not work to conceal their tracks once they got this far. The tracks lead you through the jungle to a flowered clearing 2 miles from the ridge. The dense forestation of the valley jungle thins here, opening up enough to reveal the sky through the canopy. Beneath this opening, an ancient ruin consumed by the jungle is barely visible. Vines and leafy foliage encrust toppled blocks of quarried stone, tall grass grows up between derelict paving stones, and squat statues depicting dwarves in heavy armor stand crooked or fractured entirely from the infiltration of twisting roots. Among the more notable features here are the exotic flowers—tall, pitcher-shaped, golden blooms with seven petals, the interior of each a deep red. The soothing fragrance of the flowers fills the valley, and motes of pollen drift lazily in the air. Khan sees more bodies in the vegetation. At least 50 of varying races. This would explain why the heart-eater flowers are so prevalent here. That and the two xtabays. He also recognizes the sleep inducing xtabay pollen lazily drifting throughout the clearing. There is a fresh kill near one xtabay. STATS Perception: Normal Terrain: Jungle Cover: Normal 10/10 HP; 8/8 HP; 9/9 HP; 12/12 HP; Mentions
  13. B1 This room is decorated with tiny, glowing points of light and scratched carvings of butterflies. Upon a short dais at one end between two hallways are two delicate bare feet apparently carved from stone. Chunks of shattered stone around the dais hint at the fate of the rest of the statue. Nailed to the wall above the dais is the preserved corpse of a hideously ugly gray-skinned horned woman. The wall behind her once bore a written message in flowing script, but it’s been scratched out and replaced by a new phrase. The ring is a Ring of Lies. The gem on the necklace, was her Heartstone. It has lost it's magical power, but is still worth 200gp. Without any rolls or action, there is no noise coming from either tunnel. Status Visibility: Terrain: Cover: 98/98 HP 2/3 AP; 96/96 HP; 81/102 HP 3/3 AP; 104/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 99/89 HP 3/3 AP; False Life 154/154 HP 1/3 AP; 136/136 HP 1/3 AP; Darkvision Mentions
  14. Working together, you find a switchback that allows you to, with caution, make it to the bottom safely. At the bottom, you find yourselves beneath a dense canopy of tall jungle trees. Due to the limited sunlight that comes through the canopy, the jungle floor is largely devoid of undergrowth, save for extremely small and sparse vegetation. The majority of the jungle floor is made of massive root structures from the ancient trees and moss-covered rocks. C1. You can easily follow the trail of the kobolds and miners, who did not work to conceal their tracks once they got this far. The tracks lead you through the jungle to a flowered clearing 2 miles from the ridge. The dense forestation of the valley jungle thins here, opening up enough to reveal the sky through the canopy. Beneath this opening, an ancient ruin consumed by the jungle is barely visible. Vines and leafy foliage encrust toppled blocks of quarried stone, tall grass grows up between derelict paving stones, and squat statues depicting dwarves in heavy armor stand crooked or fractured entirely from the infiltration of twisting roots. Among the more notable features here are the exotic flowers—tall, pitcher-shaped, golden blooms with seven petals, the interior of each a deep red. The soothing fragrance of the flowers fills the valley, and motes of pollen drift lazily in the air. Perception 20 You notice skeletal humanoid remains tucked away within the vegetation throughout the ruins. Knowledge (nature) 15 The flowers as heart-eater blossoms, a breed of inanimate carnivorous plants that feed on the blood and marrow of cadavers. These flowers are typically found in northern Avistan and were most prominent in the lost nation of Sarkoris. A second Knowledge (nature) check. STATS Perception: Normal Terrain: Jungle Cover: Normal 10/10 HP; 8/8 HP; 9/9 HP; 12/12 HP; Mentions
  15. Bul'Ro does not even try to hide his disappointment as he agrees to remain behind so that Kuz'Arak can train Kajimara. He sulks off to one side, but still within eyesight until you go downstairs to Alsetta's Ring. Fortunately, Dackle is also nearby to see Drasil the team off. Her excitement for his your adventure is surely real. She holds tightly to Bul'Ro as you leave. B1 This room is decorated with tiny, glowing points of light and scratched carvings of butterflies. Upon a short dais at one end between two hallways are two delicate bare feet apparently carved from stone. Chunks of shattered stone around the dais hint at the fate of the rest of the statue. Nailed to the wall above the dais is the preserved corpse of a hideously ugly gray-skinned horned woman. The wall behind her once bore a written message in flowing script, but it’s been scratched out and replaced by a new phrase. The corpse's withered hand bears an expensive looking ring and a gem on a silver chain. Status Visibility: Terrain: Cover: 98/98 HP 2/3 AP; 96/96 HP; 81/102 HP 3/3 AP; 104/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 99/89 HP 3/3 AP; False Life 154/154 HP 1/3 AP; 136/136 HP 1/3 AP; Darkvision Mentions
  16. I'm sorry , I thought you know what was going on. The story is as SuperBidi knows it. The only thing you missed from the last book is the last 'dungeon' where you defeat the leader of the Cinderclaws, disrupt the ritual that powers the dragon pillars and leave them vulnerable to the counter attacks of the Ekujae. The only thing you missed in this book is what Kuz'Arak said. It would be just a flavor swap with some 'training' checks.
  17. Your journey goes well for a long time. Too long. Eventually, the team comes to the realization that you're off track. It takes some time to reorient and make it to your destination. This ancient valley nestled in the Bandu Hills is well hidden, being almost impossible to spot from more than a mile away. Ancient megalithic stones—most of which are toppled and partly buried—ring the border of this deep valley. These stones, long since weathered by time and encrusted with vegetation, serve as the only indication that humanoids may have at one time settled this region. The thick forest canopy of the valley below hides any sign of civilization—ancient or otherwise— from outside observers. If you wish, you may take rubbings of the megaliths that border the ridge. With a Linguistics 20 or speak Dwarven can determine that megaliths call this area as the Valley of Broken Blood and the city within as Ashkurhall. The terrain down the 300 feet to the dense jungle below is treacherous. Each of you needs to attempt a Climb 14 check. Failure by 5 or more causes you to lose your footing and, slide 1d6×10 feet down the rocky slope, and take 1d3 points of falling damage per 10 feet you fall before arresting his fall. Alternatively, with a Survival 15 you discover a switchback trail hidden by overgrowth that can safely traverse to the valley floor without needing to attempt Climb check. STATS Perception: Normal Terrain: Jungle Cover: Normal 10/10 HP; 8/8 HP; 9/9 HP; 12/12 HP; Mentions
  18. You rest through the hot time of the day and start off to your next destination once evening arrives. For a short time, the miners travel with you until they need to go one way while you go another. The again give thanks for your rescue and turn toward Fort Bandu. Need another Survival 12 check. STATS Perception: Normal Terrain: Jungle Cover: Normal 10/10 HP; 8/8 HP; 7/9 HP; 12/12 HP; Mentions
  19. Round 4 Lavinia May Act - Menelas needs a Will 22 v being Shaken. The Jangly Man's voice and the weird shifting, glowing nanites are hypnotic. * Menelas keeps a strong defense while he summons the energies of the cosmos. * Kaeon treats the Jangly Man to his own brand of off-putting combat that stymies him. * Dmerilo's magically charged hands leave Blue even more wispy than before. * STATUS Light Level: Dark Terrain: Urban - SP 63/63 HP 58/58 RP 10/10 || - SP 74/81 HP 69/69 RP 9/9 || Low-Light Vision, Darkvision 60'; Shaken, Lesser Resistant Armor [Acid/Cold] - SP 58/79 HP 58/58 RP 10/10 || Lesser Resistant Armor [Acid/Cold] - SP 73/73 HP 67/67 RP 9/9 || Low-Light Vision, Light (mote); Lesser Resistant Armor [Acid/Cold] - HP 6/6 (narrative starship combat) - SP 63/63 HP 49/49 RP 10/10 || Low-Light Vision - SP 81/81 HP 67/67 RP 9/9 || Low-Light Vision, Darkvision 60'; Jangly Man -66 hp Blue -63 hp Green Mentions
  20. I did forget to add that you found two masterwork heavy picks and a masterwork heavy wooden shield among the ruined equipment. If you leave now, you'll be traveling during the hottest part of the day. STATS Perception: Normal Terrain: Jungle Cover: Normal 10/10 HP; 8/8 HP; 7/9 HP; 12/12 HP; Mentions
  21. The Bravos take an additional day to get to know the newcomers better and to allow them to settle in a bit before taking them down to Alsetta's Ring. Using Eclipse as the portal key to activate Dreamgate. The stone turns into a shimmering curtain of mist. Similar to Huntergate, you find yourself in a waystation, a midway between the entrance and exit of the gate. B1 This room is decorated with tiny, glowing points of light and scratched carvings of butterflies. Upon a short dais at one end between two hallways are two delicate bare feet apparently carved from stone. Chunks of shattered stone around the dais hint at the fate of the rest of the statue. Nailed to the wall above the dais is the preserved corpse of a hideously ugly gray-skinned horned woman. The wall behind her once bore a written message in flowing script, but it’s been scratched out and replaced by a new phrase. Abyssal “Praise to Abelstia, for Succulent Nightmares.” Religion [Recall Knowledge] 15 This ruined room, and thus the ruined statue, was once devoted to Desna. Speak Elven and Perception 20 “Praise to Desna, for Sweet Dreams.” Religion or Society [Recall Knowledge] 26 This is the body of a night hag. It shows no sign of what killed her. I need tokens for the new players in the Maps and Handouts. Status Visibility: Terrain: Cover: 98/98 HP 2/3 AP; 96/96 HP; 81/102 HP 3/3 AP; 104/123 HP 3/3 AP; Darkvision, Low-Light Vision; Resist Fire 10 99/89 HP 3/3 AP; False Life 154/154 HP 1/3 AP; 136/136 HP 1/3 AP; Darkvision Mentions
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