Ruess Posted January 15 Author Clone Share Posted January 15 (edited) Whispers And Secrets Saai's coins clink into the guard's awaiting palm with a readiness. A large fistful has gathered so far and the guard looks happy enough to continue sharing his knowledge. He turns to answer Mahdi now, speaking slowly after counting his latest palm greasings. The rest of your group may as well be air to him, or at least that is how little attention he pays to everyone except Mahdi. Then, as though having an idea come to him with the force of a lightning bolt out of the sky, the elven guard snaps his hands. As he adds something, he gestures around you and makes motions indicating at several places, including the surface. Translation From Undercommon Undercommon "You don't see anyone else here, do you? But yeah. Ratface has the goods, and is probably looking over what to move over to Weaver's for later fencing. I'm guessing they had something worthwhile since the latest group looked like adventuring sorts; they always have something nice. Like I told your Drow friend here. you should steer away from the gem box Ratface is probably hogging. He was seriously twitchy about it... I mean, unless you fancy stabbing him in the face? Heh heh heh~ And... Leaves... I don't know about. Might be better to ask the goblins or others who live down here... If you can get them to talk.. Could ask Ratface or his pals... if you think you can get him to talk. What? You find some kind of trees down here now?" ...Ah! Idea! Tell you what. Come back tomorrow. Knock three times three on the stone door and I'll let you in. Call it our secret little arrangement. I'll make sure to look today's loot over and talk with that Tailor guy so that Ratface won't hide the good stuff someplace else, especially that gem you people might be looking for. Might also be some very interesting things you want in that haul, yeah? No need to let Weaver's guys steal a slice if you like what you see in there. I'll also draw you a map of this here outpost, and even Weaver's floorplan. You can finish whatever you might be up to today, head back up to finish whatever things you got running... You know. And then come back tomorrow. But don't go spilling this deal of ours. It's a secret to everybody. Knocking cue is: [knock-knock-knock - pause - knock-knock-knock - pause - knock-knock-knock] AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. Morning 8:43 Edited January 21 by Ruess (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted January 15 Clone Share Posted January 15 (edited) Mahdi Dawud المهدي دَاوُوْد HP: 13/13 AC: 17 Character Sheet--->Here Mahdi glances at his own crew as they converse in Undercommon, both of them accenting every syllable with a different hand gesture. When the guard finally concludes he looks back to the others. "Interesting offer--he wants us to come back tomorrow and run a secret knock so he has time to convince Tailor to help him to conveniently leave a bunch of the best stolen loot out before Weaver gets his hands on it. He'll even draw us a map of their base. He thinks us getting the first pick of the loot will get him a bigger cut. The deal does make some sense.... Weaver, whoever that is, won't like it. They are probably loaded with some pretty good swag at the moment too, he admitted they ambushed that crew heading for the elevator. They probably had spell books, gold holy symbols, magic items, who knows what else. He wants us to see the gems in particular, including a big purple one." OOC Edited January 15 by Chaz Hoosier (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Amoren Posted January 18 Clone Share Posted January 18 Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 2, Level 2, Init 1, HP 23/23, Speed 30ft, Swim 30ft AC 17, Touch 11, Flat-footed 16, Fort 5, Ref 4, Will 2, Base Attack Bonus 2 Bite +4 (1d8+4, x2) Chainmail Barding (+5 Armor, +1 Dex, +1 Natural Armor) Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 16 Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft. Conditions The dragon gave a small frown as his inquiries about his mentor's location came up with scratch, making the dragon seem to lose interest in the current conversation as he casts a skeptical glance towards the rest of the hallway. Perhaps it was understandable that they wouldn't know anything about Ser Aluric, now that he thought about it. The guard looked like quite the vagabond to the dragon's very limited understanding of humans. He somewhat reminded him of the bandits that he and his mentor encountered on the occasion. Not the type of company that a platinum knight would keep unless it was a fleeting association while hauling them to the local lord for judgement - or so the wyrmling's reasoning went. "Aren't these pretty bad folks?" The dragon inquires as the topic of coming back later is brought up, glancing mostly towards Doallyn as he skeptically inquires about the plan. "If they do have one of the artifacts that our pals up on the surface are so worried about, shouldn't we take care of it now..? But I guess Aluric always lectured about having a plan and not foolishly charging in, too..." Especially after it nearly killed him with that shadow dragon. The dragon child equivalent of a pouting huff followed, annoyed flick of his tail and all. "I guess we can come back tomorrow, though, so long as we deal with them sooner rather than later. I mean, its not like they can get out with the elevator until then... Although maybe they've got a second exit outside of the inn..?" He was starting to miss how simple things were when he was a self appointed protector of a forest. Any humans come in he bit them! Then again, it helped that he was an apex predator in that situation and now he was more like a badger surrounded by a lot more badgers, but still. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted January 18 Clone Share Posted January 18 Doallyn McClare Character Sheet Male - Neutral Good - Human Wizard (High Conjurer) / Duskblade Initiative: +1 Hit Points: 13/13 Speed: 30 Armour Class: 14 Touch: 11 / Flat-footed: 13, Fort +3 / Ref +1 / Will +5 Base Attack Bonus: +1 Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14 Doallyn pulled Kald aside for a moment. He kept his conversation Draconic with the wyrmling. ~It's very likely these are not good people. However charging into an unknown location against them isn't safe either. I'm not ready to walk into a trap, or let anyone else do the same. Like you said there might be other exits through their cave area here. Plus we've just been offered the potential of maps if we return tomorrow among other things. Lets take advantage of the situation. We can get back up topside. We can get some more information on this Ratface fellow or this Weaver. We can come back down with some extra muscle. If these guys have an artifact they either have no idea what it is, or they do, and that makes them dangerous for completely different reasons. ~ Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Amoren Posted January 18 Clone Share Posted January 18 Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 2, Level 2, Init 1, HP 23/23, Speed 30ft, Swim 30ft AC 17, Touch 11, Flat-footed 16, Fort 5, Ref 4, Will 2, Base Attack Bonus 2 Bite +4 (1d8+4, x2) Chainmail Barding (+5 Armor, +1 Dex, +1 Natural Armor) Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 16 Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft. Conditions "Fine, fine..! But we'll deal with them eventually if they're bad guys, yeah?" The dragon retorted back in draconic, casting a suspicious squint towards the guards they were dealing with. "Although I'd wish to at least keep poking our nose around the underground with the remaining hours of the day we have, if you think its best to pull back and get things sorted for tomorrow, I'll trust your judgement. For now." Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted January 18 Clone Share Posted January 18 Doallyn McClare Character Sheet Male - Neutral Good - Human Wizard (High Conjurer) / Duskblade Initiative: +1 Hit Points: 13/13 Speed: 30 Armour Class: 14 Touch: 11 / Flat-footed: 13, Fort +3 / Ref +1 / Will +5 Base Attack Bonus: +1 Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14 Doallyn nodded to the younger dragon. Continuing in the Arcanic tongue If they are bad, then yes. But we want to make sure that we have as much information as possible. If they have the artifact, how did they get it? For who? There might be bigger players in this game. Players we might not want to tip our hand to just yet. Dead men are far harder to extract information from. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bloodsprite Posted January 18 Clone Share Posted January 18 Saai Vees listens nodding in agreement to Mahdi's summary of the guard's offer, her eyes focused and calculating. The plan seems to align with their goals, and the prospect of getting the first pick of the loot is enticing. In response to the dragon's inquiry about the nature of these individuals, Saai Vees nods in agreement. "They may not be the most savory characters, but rash actions might lead us into a trap. It's wise to gather more information and approach this strategically." As the dragon expresses impatience, Saai Vees chuckles softly, her tone calming. "We will deal with them eventually, Kald. Let's use this time wisely to prepare and gather more insights. Charging in blindly might not only endanger us but also jeopardize our mission. We'll explore more today and return tomorrow with a clearer plan and perhaps additional support." She turns to Doallyn, appreciating his wisdom in the matter. "Your counsel is sound, Doallyn. We'll gather more information, assess the situation, and return tomorrow with a well-thought-out approach." Saai Vees gestures for the group to move on, maintaining her awareness of the surroundings. "Let's make the most of the remaining hours today, and tomorrow, we'll better understand what we're dealing with. What can we accomplish now? Should we check out the slug thing in its pen down the right hand corridor?" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Ruess Posted January 21 Author Clone Share Posted January 21 (edited) Steps And Shadows You depart from this faceless, nameless elf who waves you goodbyes after one more donation to make certain he forgets to mention to anyone except "Tailor " that you ever existed. He waves you goodbye and closes the stone wall behind you. It happens without much noise, and without fanfare. Now with a plan forming, and one of you with a much lighter coin purse, you take a moment to orient yourselves in the vast chamber and then press onwards. You have a former goblin lair to check, and a statue to avoid drawing the attention of- Presuming nothing new comes upon you from the darkness. Step by step you proceed. The twin doors are as you left them. So are the bodies, over which Dabliss still stands watch. . "Boss?" Dabliss calls seeing you returning. "New development?" Your plan presently calls for a plan involving holy exorcisms and booze. All you have to do is confirm that the plan has not been changed, and Dabliss will retrieve the priestess needed and have the bodies turned to the Mort. Once you either address Dabliss and proceed onwards with plans or ignore him, you continue. The doors yield you path easily. Nothing is changed. The same goes for the... Oh hold on. Ahead, right where the door to the goblin lair is located, you notice: The entrance into the goblin lair is closed. Maybe that's important. Maybe it isn't... AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. Morning 9:09 Edited January 21 by Ruess (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
ArcaneDesperado Posted January 21 Clone Share Posted January 21 (edited) Doallyn McClare Character Sheet Male - Neutral Good - Human Wizard (High Conjurer) / Duskblade Initiative: +1 Hit Points: 13/13 Speed: 30 Armour Class: 14 Touch: 11 / Flat-footed: 13, Fort +3 / Ref +1 / Will +5 Base Attack Bonus: +1 Abilities: Str 10, Dex 12, Con 12, Int 17, Wis 12, Cha 14 Doallyn would make his way over to Dabliss. He would run the names Ratface and the others learned by the mercenary to see if any of them rang a bell. He considered that the information may not fall under Dabliss' current contract but hopefully some of the additional perks he was already providing to the man would allow some flexibility. Assuming that the Tiefling didnt have anything else he'd confirm the plan was still in motion. Take the bodies topside. Pass them along to the church or the local guard whoever needs them for identification and any reward for their return. Provide the names of our new black market friends to Racanna and Roy. See if we can get any information on them and their little business down here before we return tomorrow. He glanced back over at the secret door. Have Skree and Alin ready to fight tomorrow. If you have any other sellswords you trust that want to make a few coins have them ready too. I want this place razed tomorrow when we hit the door assuming the intel coming back doesn't show this to be a death trap. Then we can have this pit exorcised without the risk of a sneak attack again. Assuming Dabliss didnt have any other questions he'd look back to the others headed to the original door, then back to the man once more. Once all thats square just be on standby with the lift. I dont suspect the goblins to be major problem, but I'd rather be ready to get topside again if something else comes up. If things seem off waiting down here, take the lift up. Don't need you or it compromised. We'll call with the keystone then that we're heading back otherwise. Doallyn would nod to the mercenary and head back to catch up with the others. Pausing with them as they found the door closed. He would glance amongst them for a moment. We want to knock? Or KNOCK. He glance at Kald. The implication obvious of letting the dragon put his frustration from earlier to use with battering the door. Edited January 21 by ArcaneDesperado (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Amoren Posted January 21 Clone Share Posted January 21 Character Sheet Kaldakaczil Male Lawful Good Gold Dragon 2, Level 2, Init 1, HP 23/23, Speed 30ft, Swim 30ft AC 17, Touch 11, Flat-footed 16, Fort 5, Ref 4, Will 2, Base Attack Bonus 2 Bite +4 (1d8+4, x2) Chainmail Barding (+5 Armor, +1 Dex, +1 Natural Armor) Abilities Str 16, Dex 12, Con 14, Int 14, Wis 8, Cha 16 Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft. Conditions The young dragon stared at the now closed secret door, half debating if he should just eat the offending section of stone - considering how long it took to find the darn latch the last time! But, well, with a grumpy huff, the large lizard steps forward from his position at the vanguard and runs his fore talons across the bricks, tracing over the somewhat familiar stone to find the hidden latch he had found before - while also taking a second to cast a wary glance and sniff at any signs of something waiting in ambush behind said door. But he seemed fairly confident that there would be no slug attackers, at least, and pulled on the latch to open the way to the goblin lair they had cleared through last time, just to make sure there's no surprises waiting on the other side. Again. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bloodsprite Posted January 21 Clone Share Posted January 21 As they approach the closed entrance to the goblin lair, Saai Vees instinctively readies her weapons. Gripping the hilt of her bastard sword with one hand and her short sword with the other, she nods in agreement with the general strategy. As the dragon works to open the door, Saai Vees remains alert, ready to respond to whatever may emerge from the goblin lair. Her instincts and experiences in the Underdark have taught her the value of caution in these unknown territories. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted January 22 Clone Share Posted January 22 Mahdi Dawud المهدي دَاوُوْد HP: 13/13 AC: 17 Character Sheet--->Here Mahdi salutes the guard in a jocular way like they are now comrades in their new scheme as the door slides shut. He then rolls his eyes at the strange mix if paranoia and trust these people have. What if the guard just wanted time to set up a trap? Better not start another argument with his majesty. He struts behind the others, not knowing the lay of the land. While the others occupy themselves with the door, he runs his eyes over the floors, walls, and even ceiling for clues. OOC Rolls incoming. Name xDiceName xDiceResult xDiceString xDiceRolls Perception 7 1d20+5 2 Link to comment Share on other sites More sharing options...
KerlanRayne Posted January 22 Clone Share Posted January 22 Ruven Kair Age 20 | Height 6'2" | Weight 180 lbs. | Hair Bleach Blonde | Eyes Blue | Complexion Pale | "My Speech" | 'My thoughts' | My actions. Male, Neutral Good, Lesser Air Genasi Wizard 2, Level 2, Init +3, HP 9/9, Speed 40ft AC 13, Touch 13, Flat-footed 10, Fort +2, Ref +3, Will +3, BAB +1 Abilities Str 10, Dex 16, Con 14, Int 18, Wis 10, Cha 10 Conditions None Memorized Spells SPELL SLOTS (Cantrip, DC 14) 3+3 | (1st, DC 15) 1+3+1 | (2nd) 0 | (3rd) 0 Detect Magic, Detect Magic, Mage Hand, (Caltrops*), (Caltrops*), (Caltrops*) Color SprayColor Spray Illusion (Pattern) [Mind-Affecting] Level: Sorcerer/Wizard 1, Beguiler 1, Law Inviolate 1 Components: V, S, M Casting Time: 1 standard action Range: 15 ft. Area: Cone-shaped burst Duration: Instantaneous; see text Saving Throw: Will negates Spell Resistance: Yes A vivid cone of clashing colors springs forth from your hand, causing creatures to become stunned, perhaps also blinded, and possibly knocking them unconscious. Each creature within the cone is affected according to its Hit Dice. 2 HD or less: The creature is unconscious, blinded, and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, and then stunned for 1 round. (Only living creatures are knocked unconscious.) 3 or 4 HD: The creature is blinded and stunned for 1d4 rounds, then stunned for 1 round. 5 or more HD: The creature is stunned for 1 round. Sightless creatures are not affected by color spray. Material Component: A pinch each of powder or sand that is colored red, yellow, and blue. Source: Player's Handbook (PH), GreaseGrease Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1, Magewright 1, Ooze 1, Slime 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or a 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of ,i>grease at half normal speed with a DC 10 Balances check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The DM should adjust saving throws by circumstance. For example, a creature charging down an incline that is suddenly greased has little chance to avoid the effect, but its ability to exit the affected area is almost assured (whether it wants to or not). The spell can also be used to create a greasy coating on an item-a rope, ladder rungs, or a weapon handle, for instance. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +10 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component: A bit of pork rind or butter. Source: Player's Handbook (PH)*, (Grease*), (Lesser Orb of AcidOrb of Acid, Lesser Conjuration (Creation) [Acid] Level: Sorcerer/Wizard 1, Warmage 1 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect: One orb of acid Duration: Instantaneous Saving Throw: None Spell Resistance: No Your quick, precise movements culminate in your open palm facing your target. An orb of dark green acid flies from your hand. An orb of acid about 2 inches across shoots from your palm at its target, dealing 1d8 points of acid damage. You must succeed on a ranged touch attack to hit your target. For every two caster levels beyond 1st, your orb deals an additional 1d8 points of damage: 2d8 at 3rd level, 3d8 at 5th level, 4d8 at 7th level, and the maximum of 5d8 at 9th level or higher. Source: Spell Compendium 3.5 (SpC)*), (Resinous TarResinous Tar Conjuration (Creation) Level: Bard 1, Sorcerer/Wizard 1 Components: V, S, M Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target or Area: One object or 10-ft. square Duration: 1 round/level (D) Saving Throw: See text Spell Resistance: No A sticky layer of black liquid coats your target. The resinous tar spell makes a solid surface sticky. Movement costs across the area are doubled. Any prone creature in the area must succeed on a DC 10 Strength (G,A) check to stand up. The spell can also be used to create a sticky coating on an item. Items not in use or in a creature's possession are always affected by this spell. An object wielded or held by a creature receives a Reflex saving throw to avoid the effect. A creature holding an affected item must use a full-round action to let go of the item, drop it, put it away, pick it up from the ground, or ready it for use. A creature wielding an affected item gains a +5 circumstance bonus on opposed checks to avoid being disarmed. A creature wearing armor or clothing affected by this spell takes a –5 penalty on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Resinous tar counters and dispels grease (and vice versa). Material Component: A drop of honey, molasses, or pine resin. Source: Complete Mage (CM)*) Feats / Abilities FEATS FLAW: Improved LevitationImproved Levitation [General] You have learned to use part of your levitate spell-like ability at a time, allowing multiple uses with a shorter duration. Prerequisite:> Naturally able to levitate as a spell-like ability. Benefit: You may use your levitate spell-like ability in 10- minute increments instead of all at once. The number of times per day you may now use the ability at this shorter duration is equal to your caster level. For example, if you are an air genasi, you normally have the ability to levitate once per day as a spell-like ability as if cast by a 5th-level sorcerer, allowing you to levitate once per day for up to 50 minutes. With this feat, you can now levitate five times per day, each time for up to 10 minutes. If you could levitate more than once per day, multiply your caster level by the number of times per day to get the total number of shorter uses of levitate that you have. For example, a creature that could use levitate two times per day as a spell-like ability as if cast by a 5th-level sorcerer would be able to levitate 10 (2x5) times per day, each time for up to 10 minutes. Source: Underdark Wizard: Scribe ScrollScribe Scroll 1st: Cloudy ConjurationCloudy Conjuration [GENERAL] Your conjured creations and summoned beings appear in a puff of sickening black smoke, and you vanish in a cloud of the same when you teleport. Prerequisites: Spell Focus (conjuration) or conjurer level 1st Benefit: When you cast a conjuration spell, you can choose to have a 5-foot-radius cloud of sickening smoke manifest. The cloud can appear in your space, adjacent to you, or in the space of or adjacent to your target (if any). The cloud lasts for 1 round. Any living creature is sickened while inside it (but not after exiting). The cloud in all other ways acts like a small area of the fog cloud spell. Creatures immune to poison (S,G) are immune to the sickening effect. The cloud appears in conjunction with the spell taking effect (not before or after). Any creature you call or summon with the spell is immune to the sickening effect of the cloud. Special: A conjurer can select this feat as a wizard bonus feat. Source: Complete Mage (CM) 3rd: BlankBlank ABILITIES Improved Levitation As an air genasi, you have the ability to levitate (as the spell) five times per day, each time for up to 10 minutes. 4/5 Abrupt Jaunt You teleport up to 10 feet. You can't bring along any other creatures. Activating this ability is an immediate action, and you can use this spell-like ability a number of times per day equal to your Intelligence bonus (minimum 1). 4/4 Ruven follows along with the others, hopeful that their plans for tomorrow are not more than they can handle. He gives a friendly nod to Dabliss as they leave him. As they approach the location of the Goblin lair, he sees that the door is closed again. Instantly wary, he takes every precaution to look at the door. OOC: Nothing to see here. Move along. Perception Name xDiceName xDiceResult xDiceString xDiceRolls Perception 18 1d20 18 Link to comment Share on other sites More sharing options...
Ruess Posted January 23 Author Clone Share Posted January 23 Steps And Shadows . Dabliss listens to Doallyn's newest brief in full, and scribbles something on a notebook he has been provided when it turns out there's more than one thing to remember. "One sec, Boss. Book open and this weird pen-sill ready... So, some guy named Ratface... Bodies upstairs... Yeah... Yeah... " Dabliss keeps nodding while making a growing shorthand list as Doallyn speaks.Once Doallyn is done the mercenary looks up to meet the magician's eyes. "Your gold is good for all this, Boss Man. One question though: how many you want? Ten spears? Twenty? What's the scale here? Dabliss bids your group safe excursions deeper turns look after you - apparently happy to have been noted. The Door Moments before your dragon is able to force the closed door to open, your wizard Ruven is able to pick up some noises. There are people inside. When you open the door, it is to discover a group of four people inside. Two of them look to be a burly and feral twinge of the orc kind. One looks like a guttersnipe, a man with a nasty face and a nastier knife. The fourth is a humorless looking man wearing a substantial amount of black and bones all over him. The fourth man's garb bears resemblance to the one you saw eariler, in the same tomb where you retrieved The Hexagonal Key. "Ah. A fresh crop!" declares the humorless looking man. "Harvest time!" Roll initiative! AdrielFifth weekday, 32th49 days to a month, except Mesha is a day short of MeshaFirst month of the year, out of eight in total. Morning 9:13 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Chaz Hoosier Posted January 23 Clone Share Posted January 23 Mahdi Dawud المهدي دَاوُوْد HP: 13/13 AC: 17 Character Sheet--->Here Mahdi shrugs at the threats coming around the corner, ready to start stabbing. OOC Rolls incoming. Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 13 1d20+8 5 Link to comment Share on other sites More sharing options...
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