Your #1 Source for online D&D gaming!


The Pod-Caverns of the Sinister Shroom (Game Thread V)
Moderator: JadedDM
- Jenara
- Elven Princess
- Posts: 11540
- http://www.ibro.pl/blog/najlepsza-oferta-na-kuchnie-na-wymiar-w-warszawie/
- Joined: Sun Mar 21, 2010 12:00 am
- Location: United Kingdom
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
"Yes, that will have to do.." Locky lowers her head, a little tear down her cheek.. Reaching into her belt she gives Merithina one of her daggers. "I promise we will return."
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."
Demiplane of Dread - Mira Human Bard (Searching for the Crown)
Genwald - Nesserrr (Katten) Feliz Ranger (Going Solo..)
- Stardust (Jade) Pixie Warlock (Seeking answers)
Borderlands 3 - Navi
Demiplane of Dread - Mira Human Bard (Searching for the Crown)
Genwald - Nesserrr (Katten) Feliz Ranger (Going Solo..)
- Stardust (Jade) Pixie Warlock (Seeking answers)
Borderlands 3 - Navi
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
"Never!" He struggles in the creatures grasp, "The Concave sent me to see that your monstrosities will never hurt anyone again!" Jerrard shouts loudly, his voice filling the chamber as he swings himself in an arc, smacking his blade into the creature, trying to use the creatures grasp to spin himself around so the creature is between him and the Shroom.
1d20=19
(OMG, that one shocked me... like, wow.)
(19-6+1=14, Hit AC 5)
Damage: 1d6+2=7 7 Damage.
1d20=19
(OMG, that one shocked me... like, wow.)
(19-6+1=14, Hit AC 5)
Damage: 1d6+2=7 7 Damage.
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Arming the prisoners with Babushka's staff and Locky's dagger, the trio head back through the tunnel, stepping over the smoldering bodies of podmen. The girls take point, and Shay stays in the back with the floating stone head, so his lantern light does not interfere with their infravision. They reach the intersection in the tunnel that leads north and up (to the first level) and to the south, where they had encountered the portcullis a few minutes before.
"It looks like this is the only path to the prisoners other than the one above. That's good, right? We wiped out everything on the upper level, so the only way something can attack the prisoners is if they go through us first. I hope," Shay says.
Meanwhile, in a much more tense situation, Thuskar and Elvenoff continue strugging against the magical webbing. They make a little more progress. They should break free completely by the end of this round.
Jerrard, his forgotten torch lying on the ground a few feet behind him where he dropped it, is fueled with adrenaline as he remembers that the Conclave was counting on him. Striking once more at the podman in a hope to reach the Shroom, Jerrard's blade found a home inside the creature's chest and sank in to the hilt. The magically enlarged podman shuddered, let go of the wizard, then starts to topple forward. Realizing he's about to be crushed, Jerrard quickly withdraws his blade and jumps aside just as the body crashes to the ground.
The Shroom, momentarily surprised, suddenly scowls. He raises his sword up and seems to consider. It is just he and Jerrard now. Jerrard has shown himself to be quite skilled with a blade, but the Shroom is at full health, while Jerrard is standing on his last legs. The creature glances over to the struggling paladin and hybrid. They are nearly free.
The Shroom considers its options. This battle is not going as well as he had hoped.
=============================
Shay, Babushka, and Locky travel 60 feet.
Thuskar moves 1 foot through the webbing. One foot left to go!
Elvenoff moves 1 foot through the webbing. One foot left to go!
Jerrard attacks Elite Podman 03 (14, hit) for 7 damage. Elite Podman 03 dies.
Elite Podman 01 is stuck and cannot move.
Elite Podman 02 is stuck and cannot move.
(OOC: As you can see, I am 'syncing up' time between the two parties. This is to prevent the others from arriving to help just by posting more frequently.)
(OOC: Also, wow, I have been so bad at remembering light sources in this game. I think I had the same problem last time I ran this module. I completely forgot about Jerrard's torch until now. I am guessing he dropped it when he pulled out that dagger. I've devised a system to help me better remember who is carrying what light sources.)
Round 7!
Party's Initiative (1d10): 3
Enemy's Initiative (1d10): 4
(Party wins!)
.X.X.X.X.X.X.X.X._.X.X.X.X.X.
.X.X.X.X.B._.1._._._._.D.D.X.
.X.s._._._._.2 .X.X.X.X._._.X.
.X._.t .t.4.J._.X.
.X._._.T.E.3._.X.
.X._._._._.S._.X.
X – Solid rock
t – Table
B – Book shelf
s – Scroll case
D - Door
J – Jerrard
E – Elvenoff
T – Thuskar
1-4 – Elite Podman
S – Sinister Shroom
Grey area - Webbing
"It looks like this is the only path to the prisoners other than the one above. That's good, right? We wiped out everything on the upper level, so the only way something can attack the prisoners is if they go through us first. I hope," Shay says.
Meanwhile, in a much more tense situation, Thuskar and Elvenoff continue strugging against the magical webbing. They make a little more progress. They should break free completely by the end of this round.
Jerrard, his forgotten torch lying on the ground a few feet behind him where he dropped it, is fueled with adrenaline as he remembers that the Conclave was counting on him. Striking once more at the podman in a hope to reach the Shroom, Jerrard's blade found a home inside the creature's chest and sank in to the hilt. The magically enlarged podman shuddered, let go of the wizard, then starts to topple forward. Realizing he's about to be crushed, Jerrard quickly withdraws his blade and jumps aside just as the body crashes to the ground.
The Shroom, momentarily surprised, suddenly scowls. He raises his sword up and seems to consider. It is just he and Jerrard now. Jerrard has shown himself to be quite skilled with a blade, but the Shroom is at full health, while Jerrard is standing on his last legs. The creature glances over to the struggling paladin and hybrid. They are nearly free.
The Shroom considers its options. This battle is not going as well as he had hoped.
=============================
Shay, Babushka, and Locky travel 60 feet.
Thuskar moves 1 foot through the webbing. One foot left to go!
Elvenoff moves 1 foot through the webbing. One foot left to go!
Jerrard attacks Elite Podman 03 (14, hit) for 7 damage. Elite Podman 03 dies.
Elite Podman 01 is stuck and cannot move.
Elite Podman 02 is stuck and cannot move.
(OOC: As you can see, I am 'syncing up' time between the two parties. This is to prevent the others from arriving to help just by posting more frequently.)
(OOC: Also, wow, I have been so bad at remembering light sources in this game. I think I had the same problem last time I ran this module. I completely forgot about Jerrard's torch until now. I am guessing he dropped it when he pulled out that dagger. I've devised a system to help me better remember who is carrying what light sources.)
Round 7!
Party's Initiative (1d10): 3
Enemy's Initiative (1d10): 4
(Party wins!)
.X.X.X.X.X.X.X.X._.X.X.X.X.X.
.X.X.X.X.B._.1._._._._.D.D.X.
.X.s._._._._.2 .X.X.X.X._._.X.
.X._.t .t.4.J._.X.
.X._._.T.E.3._.X.
.X._._._._.S._.X.
X – Solid rock
t – Table
B – Book shelf
s – Scroll case
D - Door
J – Jerrard
E – Elvenoff
T – Thuskar
1-4 – Elite Podman
S – Sinister Shroom
Grey area - Webbing
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Locky rubs her head, "I couldn't find a trap for the Gate thing.. she turns to the group, "We could try to lift it I suppose...?" She says with a frown. "Babuskha? Can you tell if they went this way?"
(Ooc: As a group we have a 7% chance to lift it... I'll let Brelia decide, if we do, I think Jaded should make the roll. Otherwise we'll go on down the caverns and see what we see. And I mean Bab to use tracking)
(Ooc: As a group we have a 7% chance to lift it... I'll let Brelia decide, if we do, I think Jaded should make the roll. Otherwise we'll go on down the caverns and see what we see. And I mean Bab to use tracking)
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."
Demiplane of Dread - Mira Human Bard (Searching for the Crown)
Genwald - Nesserrr (Katten) Feliz Ranger (Going Solo..)
- Stardust (Jade) Pixie Warlock (Seeking answers)
Borderlands 3 - Navi
Demiplane of Dread - Mira Human Bard (Searching for the Crown)
Genwald - Nesserrr (Katten) Feliz Ranger (Going Solo..)
- Stardust (Jade) Pixie Warlock (Seeking answers)
Borderlands 3 - Navi
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
(OOC: We are a scrawny group, aren't we? All of the 'muscle' of our party is elsewhere, heh.
As for Babs tracking, they're on rocky ground/shallow water, so that's a -10 penalty, and a +1 bonus as she would be tracking two people. So that's a -9 penalty total. Breila would need to roll a 6 or less on a 1d20. Good luck.)
As for Babs tracking, they're on rocky ground/shallow water, so that's a -10 penalty, and a +1 bonus as she would be tracking two people. So that's a -9 penalty total. Breila would need to roll a 6 or less on a 1d20. Good luck.)
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Jerrard raises his blade in response. "I have dispatched your monsters, the others are trapped." He pants, backing away slightly, he could feel his legs buckling, his body wasn't as well honed as it was in the past. "Surrender now, I might go easy on you." He says taunting the creature, preparing to strike if it casts a single spell.
His sleep spell was too weak, there was no doubt this creature would not be affected, thus all he could do was delay the creature until Elvenoff and Thurskar escaped, his thoughts go to the scrolls, he'd never have a chance to cast them. No, it was the blade or nothing.
Darting forwards his blade jabs into the creature as hard as he can trying to avoid the creatures parrying swings from his longsword (assumption there).
Hit Rolls: 1d20=4, 1d20=17
Hit AC 15 (lol) Miss, lets be fair, and hit AC1.
Damage: 1d6+2=5 5 Damage
(ooc: Well not too bad, his aim is just to delay the Shroom until they escape, if he dies, he dies with honor, now I have to sleep. And all of the muscle is trapped in a web, the mage is clinging on for dear life.)
His sleep spell was too weak, there was no doubt this creature would not be affected, thus all he could do was delay the creature until Elvenoff and Thurskar escaped, his thoughts go to the scrolls, he'd never have a chance to cast them. No, it was the blade or nothing.
Darting forwards his blade jabs into the creature as hard as he can trying to avoid the creatures parrying swings from his longsword (assumption there).
Hit Rolls: 1d20=4, 1d20=17
Hit AC 15 (lol) Miss, lets be fair, and hit AC1.
Damage: 1d6+2=5 5 Damage
(ooc: Well not too bad, his aim is just to delay the Shroom until they escape, if he dies, he dies with honor, now I have to sleep. And all of the muscle is trapped in a web, the mage is clinging on for dear life.)
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
"Classical tracking is of little use here. Hide your lantern, please, Shay. Maybe we can see light in either branch of the tunnel, and please everybody listen if there's some other sound than water." All the same, Babushka looks for traces of passage, but not spending too much time.
tracking (1d20=1)
tracking (1d20=1)
There's more to me than meets the eye...
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Shay lowers the shutter on his lantern, leaving himself only enough light to not walk right into a wall. He keeps his free hand stretched out to touch the wall anyway, just in case. The stone head seems to move sluggishly, as if its spirits have been dampened in some way.
The three continue to head south, Babushka keeping a close eye out. Her sharp gnomish vision spots a string of thread on the dry part of ground that is the same deep red color as Jerrard's robes. As it seems unlikely the podmen have suddenly started wearing clothing, this seems strong evidence that the sorcerer came through this way. The portcullis should be another fifty or sixty feet down this way.
Meanwhile, ignoring his wounds, Jerrard engages with the Sinister Shroom. He thrusts forward, and the Shroom awkwardly parries the blow. It's clear from the creature's stance and reaction time, it isn't terribly skilled with the blade. The Shroom does not even have the sense to keep its free hand behind its back, removing it as a target. Moving quickly, before the Shroom can recover, Jerrard thrusts again, this time cutting across the creature's left arm.
The Shroom hisses at the sight of its own blood. The wound is not deep, but the creature seems outraged and shocked to have been cut at all. The creature's eyes dart to the paladin and hybrid, just as they tear themselves free from the magical webbing. It sincerely doubts its chances of taking on all three by itself. It had to act now, before they could regroup and gang up on it. The Shroom slashes right at Jerrard's sword hand, hoping to disarm him. Jerrard easily parries the clumsy attempt. Frustrated, the Shroom turns his back on the mage and heads out the south door, back into the darkness of the vat room.
=============================
Shay, Babushka, and Locky travel another 60 feet. Babushka looks for signs of passage (1, success).
Jerrard attacks the Sinister Shroom (4, miss) and (17, hit) for 5 damage.
Thuskar moves 1 foot through the webbing. He is free!
Elvenoff moves 1 foot through the webbing. He is free!
The Sinister Shroom attempts to disarm Jerrard (1d20-4): 4, miss. He then turns and runs.
Elite Podman 01 is stuck and cannot move.
Elite Podman 02 is stuck and cannot move.
Round 8!
Party's Initiative (1d10): 10
Enemy's Initiative (1d10): 4
(Enemy's turn!)
The Sinister Shroom continues to flee.
.X.X.X.X.X.X.X.X._.X.X.X.X.X.
.X.X.X.X.B._.1._._._._.D.D.X.
.X.s._._._._.2 .X.X.X.X._._.X.
.X._.t .t.4._._.X.
.X._._._._.3.J.X.
.X._._.T.E.D._.X.
X – Solid rock
t – Table
B – Book shelf
s – Scroll case
D - Door
J – Jerrard
E – Elvenoff
T – Thuskar
1-4 – Elite Podman
S – Sinister Shroom
Grey area - Webbing
(OOC: Jerrard, because the Shroom failed to disarm you and turned its back on you, you are allowed to make one free attack with a +2 bonus as it runs. However, here's the rub, if you intend to pursue. Picking your torch back up or lighting a new one will cost a round, giving the Shroom more time to escape. But blundering out into the darkness could be problematic itself. Up to you on whether you and the others want to chase after it, or let it go and try and regroup with the others. Oh, and your web spell should last another 3/4 of an hour or so, if you're wondering about the trapped Elite Podmen.)
The three continue to head south, Babushka keeping a close eye out. Her sharp gnomish vision spots a string of thread on the dry part of ground that is the same deep red color as Jerrard's robes. As it seems unlikely the podmen have suddenly started wearing clothing, this seems strong evidence that the sorcerer came through this way. The portcullis should be another fifty or sixty feet down this way.
Meanwhile, ignoring his wounds, Jerrard engages with the Sinister Shroom. He thrusts forward, and the Shroom awkwardly parries the blow. It's clear from the creature's stance and reaction time, it isn't terribly skilled with the blade. The Shroom does not even have the sense to keep its free hand behind its back, removing it as a target. Moving quickly, before the Shroom can recover, Jerrard thrusts again, this time cutting across the creature's left arm.
The Shroom hisses at the sight of its own blood. The wound is not deep, but the creature seems outraged and shocked to have been cut at all. The creature's eyes dart to the paladin and hybrid, just as they tear themselves free from the magical webbing. It sincerely doubts its chances of taking on all three by itself. It had to act now, before they could regroup and gang up on it. The Shroom slashes right at Jerrard's sword hand, hoping to disarm him. Jerrard easily parries the clumsy attempt. Frustrated, the Shroom turns his back on the mage and heads out the south door, back into the darkness of the vat room.
=============================
Shay, Babushka, and Locky travel another 60 feet. Babushka looks for signs of passage (1, success).
Jerrard attacks the Sinister Shroom (4, miss) and (17, hit) for 5 damage.
Thuskar moves 1 foot through the webbing. He is free!
Elvenoff moves 1 foot through the webbing. He is free!
The Sinister Shroom attempts to disarm Jerrard (1d20-4): 4, miss. He then turns and runs.
Elite Podman 01 is stuck and cannot move.
Elite Podman 02 is stuck and cannot move.
Round 8!
Party's Initiative (1d10): 10
Enemy's Initiative (1d10): 4
(Enemy's turn!)
The Sinister Shroom continues to flee.
.X.X.X.X.X.X.X.X._.X.X.X.X.X.
.X.X.X.X.B._.1._._._._.D.D.X.
.X.s._._._._.2 .X.X.X.X._._.X.
.X._.t .t.4._._.X.
.X._._._._.3.J.X.
.X._._.T.E.D._.X.
X – Solid rock
t – Table
B – Book shelf
s – Scroll case
D - Door
J – Jerrard
E – Elvenoff
T – Thuskar
1-4 – Elite Podman
S – Sinister Shroom
Grey area - Webbing
(OOC: Jerrard, because the Shroom failed to disarm you and turned its back on you, you are allowed to make one free attack with a +2 bonus as it runs. However, here's the rub, if you intend to pursue. Picking your torch back up or lighting a new one will cost a round, giving the Shroom more time to escape. But blundering out into the darkness could be problematic itself. Up to you on whether you and the others want to chase after it, or let it go and try and regroup with the others. Oh, and your web spell should last another 3/4 of an hour or so, if you're wondering about the trapped Elite Podmen.)
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Babushka leads the party on towards the portcullis, continuously tracking, giving special care to the area around it.
There's more to me than meets the eye...
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Elvenoff enraged at being held and unable to slay the evil master, he lunges forward in the direction that the creature fled, Swinging his sword at any of the podmen that was within his advancing route. "We must pursue the beast and slay it before he brings more back with him. Let him taste the cold steel of our weapons." He yells at the top of his lungs.
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
(ooc: Invis castle has been very kind to me, majorly kind to me.. The luck of the dice...)
Seeing the Shroom turn and flee Jerrard takes the opportunity to lunge forwards, his sword aimed directly for the Shrooms head.
1d20=20
(Hits AC -4)
(Damage 1d6=6 = 6x2+2 = 14)
"Elvenoff, Torch!" He shouts, chasing as far as the light lasts.
(Ooc: The idea is that if Elvenoff takes the torch in his off hand, he too can pursue, but Jerrard will only go as far as the light lasts, if Elvenoff doesn't catch up then he will NOT stumble into the dark. Of course if the Shroom is at least slowed down in anyway by his attack, he'll take his next two attacks.. Why did I get rid of Blind Fighting again!!??)
Seeing the Shroom turn and flee Jerrard takes the opportunity to lunge forwards, his sword aimed directly for the Shrooms head.
1d20=20
(Hits AC -4)
(Damage 1d6=6 = 6x2+2 = 14)
"Elvenoff, Torch!" He shouts, chasing as far as the light lasts.
(Ooc: The idea is that if Elvenoff takes the torch in his off hand, he too can pursue, but Jerrard will only go as far as the light lasts, if Elvenoff doesn't catch up then he will NOT stumble into the dark. Of course if the Shroom is at least slowed down in anyway by his attack, he'll take his next two attacks.. Why did I get rid of Blind Fighting again!!??)
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Locky Follows onwards, her eyes noting the Head moving slower Head as she steps quietly behind Babuskha, her Kender Ears prick up, listening to the world around her.
Hear Noise, 25% 1d100=8 Sucess!
Hear Noise, 25% 1d100=8 Sucess!
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."
Demiplane of Dread - Mira Human Bard (Searching for the Crown)
Genwald - Nesserrr (Katten) Feliz Ranger (Going Solo..)
- Stardust (Jade) Pixie Warlock (Seeking answers)
Borderlands 3 - Navi
Demiplane of Dread - Mira Human Bard (Searching for the Crown)
Genwald - Nesserrr (Katten) Feliz Ranger (Going Solo..)
- Stardust (Jade) Pixie Warlock (Seeking answers)
Borderlands 3 - Navi
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
Shay, Babushka and Locky continue down the snaking tunnel. They eventually reach the fork they encountered before. A net is set up in the water, although it is empty. But looking closer, Babushka notices a single black hair stuck to it. Possibly Jerrard's hair?
The tunnel continues south, but also branches to the east. The east tunnel is blocked off by the portcullis, though. Locky stands near the portcullis, listening carefully. Indeed, she hears the sounds of battle in the distance, including shouting, maybe about fifty feet off. Peering through the gaps in the gate, she cannot see further than 30 feet with her infravision. But she does spot a light in the distance, bobbing about, like that of a torch held aloft.
Meanwhile, Elvenoff picks up his fallen blade and prepares to fight...only to find there are no opponents left. Jerrard has dispatched the podmen who are not already trapped in the webbing and the Shroom has run off.
Thuskar responds to Jerrard's command first. He grabs the torch and sticks close to Jerrard, eager to be of assistance.
Stepping into the vat room, they quickly look around. There is the tunnel to the west, where the portcullis trapped them. There's a door to the south, closed. To the southeast are double doors, also closed. But immediately to the east is a door hanging wide open.
============================
Shay, Babushka, and Locky travel another 60 feet and reach the portcullis. Babushka continues to track. Locky hears (8) a commotion in the distance and can see a light.
Elvenoff picks up his fallen sword.
Jerrard gets a free AoO against the Sinister Shroom (20, critical hit!) for 12 damage. He steps outside into the vat room.
Thuskar picks up the fallen torch.
Elite Podman 01 is stuck and cannot move.
Elite Podman 02 is stuck and cannot move.
(OOC: Jerrard, did you roll three times to get that 20?)
(OOC: Jenara, did you roll five times to get that 8?)
.X.X.X.X.X.X.X.X._.X.X.X.X.X.
.X.X.X.X.B._.1._._._._.D.D.X.
.X.s._._._._.2 .X.X.X.X._._.X.
.X._.t .t.4.J._.X.
.X._._._._.3._.X.
.X._._.T.E.D._.X.
.X.X._._._.J._._.D.
.X.X._._._._._._.X.
Round 9!
Party's Initiative (1d10): 1
Enemy's Initiative (1d10): 5
(Party wins!)
The tunnel continues south, but also branches to the east. The east tunnel is blocked off by the portcullis, though. Locky stands near the portcullis, listening carefully. Indeed, she hears the sounds of battle in the distance, including shouting, maybe about fifty feet off. Peering through the gaps in the gate, she cannot see further than 30 feet with her infravision. But she does spot a light in the distance, bobbing about, like that of a torch held aloft.
Meanwhile, Elvenoff picks up his fallen blade and prepares to fight...only to find there are no opponents left. Jerrard has dispatched the podmen who are not already trapped in the webbing and the Shroom has run off.
Thuskar responds to Jerrard's command first. He grabs the torch and sticks close to Jerrard, eager to be of assistance.
Stepping into the vat room, they quickly look around. There is the tunnel to the west, where the portcullis trapped them. There's a door to the south, closed. To the southeast are double doors, also closed. But immediately to the east is a door hanging wide open.
============================
Shay, Babushka, and Locky travel another 60 feet and reach the portcullis. Babushka continues to track. Locky hears (8) a commotion in the distance and can see a light.
Elvenoff picks up his fallen sword.
Jerrard gets a free AoO against the Sinister Shroom (20, critical hit!) for 12 damage. He steps outside into the vat room.
Thuskar picks up the fallen torch.
Elite Podman 01 is stuck and cannot move.
Elite Podman 02 is stuck and cannot move.
(OOC: Jerrard, did you roll three times to get that 20?)
(OOC: Jenara, did you roll five times to get that 8?)
.X.X.X.X.X.X.X.X._.X.X.X.X.X.
.X.X.X.X.B._.1._._._._.D.D.X.
.X.s._._._._.2 .X.X.X.X._._.X.
.X._.t .t.4.J._.X.
.X._._._._.3._.X.
.X._._.T.E.D._.X.
.X.X._._._.J._._.D.
.X.X._._._._._._.X.
Round 9!
Party's Initiative (1d10): 1
Enemy's Initiative (1d10): 5
(Party wins!)
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
(ooc: Internet connection is very unstable, i am awaiting a new ISP at the moment.. I had to press the button a few times to get it to work. I think until next week when i get my new ISP you should roll the dice. I didn't even realise that was the case.)
" Kid never learned to clear a room. Doors and corners, I told him. Doors and corners."
Demiplane of Dread - Mira Human Bard (Searching for the Crown)
Genwald - Nesserrr (Katten) Feliz Ranger (Going Solo..)
- Stardust (Jade) Pixie Warlock (Seeking answers)
Borderlands 3 - Navi
Demiplane of Dread - Mira Human Bard (Searching for the Crown)
Genwald - Nesserrr (Katten) Feliz Ranger (Going Solo..)
- Stardust (Jade) Pixie Warlock (Seeking answers)
Borderlands 3 - Navi
Re: The Pod-Caverns of the Sinister Shroom (Game Thread V)
(OOC: Nothing to worry about then. But now that you are aware of it, you can keep an eye out for it in the future.)