Cult of Unraveling (Inactive)

Game Master Matt Adams 259


201 to 250 of 314 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Another nat 20, wow. I had thought AC 23 with shield up would be solid for early levels, but with your dice...

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Man. No one can prepare for something like that. That's crazy. Are we sure it's instant kill with pathfinder? Trying to find some kind of loophole.

You needed a CON value of 17 if I'm not mistaken to survive. I can't think of any way around it. Taking two crits is bad. Especially that greatsword. Those dudes are tough. And yeah it looks like Keve is in a bad spot at the moment.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

I don't know the system well enough for loopholes but I always look at character death as a positive (for me) a new chance to explore a new character.

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

I'm not seeing any way he could have survived, but I'm sorry for your loss Agrimar. And Kurt is right, at least you get to use this opportunity to build something new. A tanky character would be helpful, but you do have the advantage of knowing how this campaign is going before deciding. I'm still mind blown.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

So... this is probably the time to discuss how the party wants to handle sleeping foes. I'm thinking some of you are good and will want to spare them and such, but Kurt will want to coup de gras the guy who tagged Agrimar, to clear the slate.

Should anyone be unduly disturbed by that, he'll refrain for party unity (my "morally ambivalent" bard in another game has to do that alot with the goody two shoes he runs with)

-Posted with Wayfinder


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

Ah well, at least I got in some good damage before I went. I'm open to suggestions as far as a backup class goes. I saw a neat monk archetype earlier today, but maybe someone who can actually wear armour would fare better. Summoner seems fun, I've got some experience there. Although I've never played a ranger, it seems like something I'd be into.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Ranger would be cool, lots of neat options there. Master of many styles monk seems fun, but squishy.

I was thinking a Ghost Rider Cavalier could be fun to play in this campaign IF these unravelling cult dudes do some necromancy.

Once I get spell recall/pearls of power, Kurt should be pretty tanky with good AC and mirror image/blur so I'd say do what seems fun to you.

-Posted with Wayfinder


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

I think I'm going to go for a dwarven monk of the sacred mountain, I should be able to have stats and backstory up in a couple of days.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Looks fun, the vow of silence at 17. Seems like we could have some fun at your expense with that :)

-Posted with Wayfinder


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

I assume I should roll up new stats so here goes:
Stats Roll: 5d6 ⇒ (4, 1, 1, 3, 1) = 10=8
Stats Roll: 5d6 ⇒ (6, 3, 2, 4, 3) = 18=13
Stats Roll: 5d6 ⇒ (3, 3, 4, 4, 4) = 18=11
Stats Roll: 5d6 ⇒ (3, 2, 4, 4, 5) = 18=13
Stats Roll: 5d6 ⇒ (3, 3, 3, 4, 6) = 19=13
Stats Roll: 5d6 ⇒ (4, 4, 4, 3, 5) = 20=13
…equals an 11 point buy. I'll go for the 25.


Since Agrimar was compared to Scorpion earlier, it would be a shame for no one to say.

FATALITY!

Also, the price of those two max damage rolls in too damn high!


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

I was gonna say it but felt it was in poor taste lol I am sorry Agrimar, but at least you got a new dude out of it. I haven't looked at your archetype at all but I'll still work on grappling hook if it'll be beneficial.


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

What are the botting rules? I know generally it's after 24 hours, but I'd like to see what Jasper is going to try and pull off.


I'm curious to see what Jasper has in mind as well. If he doesn't post tonight, I'll just have him shoot his bow. The last guy only has two hp left.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Cyrenes sleep spell hit one turn too late. Should have put her down by Keve and the headless horseman (too soon?).

Hindsight being 20/20 and all.

Be interesting to see what Jasper does.

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

Jaspers standard action was inspire, actually. Looking back he said he may take a movement.


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Keve Shlader wrote:
Jaspers standard action was inspire, actually. Looking back he said he may take a movement.

Correct, and that's what he did. I believe I've moved him on the map and posted my action in advance specifically so we wouldn't be waiting on me.


It's a new turn. Sorry if that wasn't clear.


Cyrene and Jasper go togethet before the last goon does. Then, it'll be a free for all

Her action was the sleep spell


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3

Understood.

Also, I tend to narrate the effects of attacks/spells when I'm fairly-certain they've been successes/failures.

I'm guessing 20 is enough to beat the AC of that thug.

Guess I'm getting old though, for I disrecollect if you must meet or beat the AC/DC with an attack or save roll.


Meet


Male Dwarf Monk of the Sacred Mountain 2 Init +0 | Per +7 | AC 15, T 14, F 14 | CMD 16 | HP 18/23 | Fort +7, Ref +3, Will +6

Here's the replacement character: Ulfred Onolson, dwarven monk of the sacred mountain. I don't have a backstory posted yet, but I should have it done soon.
DM, I'm not sure how you want to introduce Ulfred, so for the backstory I can leave out some of the most recent details to keep it flexible.


How did you want to be introduced? We can go with a lone adventurer or part of a group just coming in to town. Or you could be an escaped slave who decided to hide in town instead of running into the wilderness. Or something else. However you want to play this.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Heck, you could be in the wagon next to Jasper's bro.

What a happy coincidence!

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

One of the slaves they ended up recapturing after the big escape? May be the quickest way to get you back in. Or we can run into you somewhere after the battle.


I see what you did there, Agrimar. Con 18 and the "Harf To Kill" trait. Little paranoid? ;)


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

I think its a good call conisdering our next most durable character is a magus.

I love the concept of a dwarf monk standing in a spot and daring the bad guys to try and move him.

-Posted with Wayfinder


Male Human Brawler (Snakebite Striker) 1 Init +3 | Per +3 | AC 16, T 13, F 13 | CMD 18 | HP -3/11 | Fort +3, Ref +5, Will -1

Not to mention Dodge and Ironhide. Not taking any chances this time around


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield
Agrimar the Snake wrote:
Not to mention Dodge and Ironhide. Not taking any chances this time around

AHHHH ZOMBIE! Kill it! Kill it with fire!

-Posted with Wayfinder


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

I say kill them all and set their wagons and supplies aflame. They can't kidnap people if they have no where to hold them. Not to mention wiping out half of their forces will hopefully send them packing.

You are going to be a surviving machine now hopefully lol


Gunslinger (Pistolero) 1 | HP 10/10 | Init +4 | Per +7 | AC 18 : T 14 : FF 14 : CMD +17: CMB +1 | Fort +2 : Ref +6 : Will +3 | Chakram +1(1d8/×2), Pistol +5 (1d8/×4), Chakram (Rngd) +5 (1d8/×2)

We need a plan for the aftermath. We can either all wait in the shop for the rest of them to come searching and make our final stand, or have Jasper and his family, and the former slaves take off with the slavers' horses and camp out in the woods for a day or two to let this blow over. If we go that route, Kurt, it'll probably be best if you stay with Keve in case there is some backlash from the others. Or if we can think of something else? Either of those plans are still pretty risky.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Option 3, we storm the inn and murder the rest of the group. There ARE only 8 more ;P

I would say we all hide out at Keve's shop, ready to brawl if needed. Or grab Keve's dad and split.

You'll look guilty but I don't like splitting up right now my self. Figure of they come in force 5 v 8 is better odds.

And if we rest tonight I'm prepping freaking colorspray tomorrow.

As for the main thread I was waiting Jaspers post battle reactions before pushing the narrative.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Oh, I'll be visiting my family this weekend. I should still be able to post a couple times a day but if we fight I won't be able to get on the map.

Should be able to narrate and have someone else move me though, if necessary.

-Posted with Wayfinder


Cyrene suggets heading back to the shop to at least work on getting the cuffs off of everyone.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Cyrene is wise.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

I have just realized that in the various other pbp games I'm in, every character is : melee oriented, 3/4 BAB, a spellcaster.

I think I have a type. If Kurt dies I'm going dumb fighter or AM BARBARIAN.

Or something crazy like a paladin. Don't think I've EVER RPd a good character, let alone lawful stupid.


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Kurt Iron wrote:

I have just realized that in the various other pbp games I'm in, every character is : melee oriented, 3/4 BAB, a spellcaster.

I think I have a type. If Kurt dies I'm going dumb fighter or AM BARBARIAN.

Or something crazy like a paladin. Don't think I've EVER RPd a good character, let alone lawful stupid.

I'm usually lawful or good and a full spellcaster. Shiny things are fun.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield
Jasper Krail wrote:
Kurt Iron wrote: I have just realized that in the various other pbp games I'm in, every character is : melee oriented, 3/4 BAB, a spellcaster. I think I have a type. If Kurt dies I'm going dumb fighter or AM BARBARIAN. Or something crazy like a paladin. Don't think I've EVER RPd a good character, let alone lawful stupid. I'm usually lawful or good and a full spellcaster. Shiny things are fun.

I always like shiny magic. I think I've decided a Yojimbo Samurai would be my choice should Kurt bite it.

-Posted with Wayfinder


Female Tiefling Vigilante | HP: 38/38| AC: 20 | CMB: 4 CMD: 19 | F: +2, R: +8, W: +5 | Init: +5 | Ling/KnEn +4, KnNo +8, Per +11, Blf +12[16], Dip +12, Dsg +14 [34+], Sth +16, SM +12[16] |Koriana's Blade +10, d?+5+3d4/8 |Active conditions:
Kurt Iron wrote:
Cyrene is wise.

You speak the truth young one!

As a note for future combats - sleep really needs a surprise round, as a general rule it needs to be the first thing that happens in a fight, so everyone else delaying until it triggers. Might help avoid nasty decapitate-y deaths in future... :)


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Bah, I like our new dorf better. We really needed a shorty in the group.

And welcome back! Hope all went well.

-Posted with Wayfinder


How was the wedding? And Italy?


I've been playing Brennel as a young man who is eager to see the bad elements of the world beaten. Syreena is the old guard who is afraid that any change to her environment will just make things worse. I felt that a pair playing off each other like that would make sense for the kind of story that's being told right now.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

I like it, both reactions make a lot of sense. And we could just kill all the slavers. Its only 8 v 5, time to put our Big Damn Heroes pants on... >:()

-Posted with Wayfinder


Female Tiefling Vigilante | HP: 38/38| AC: 20 | CMB: 4 CMD: 19 | F: +2, R: +8, W: +5 | Init: +5 | Ling/KnEn +4, KnNo +8, Per +11, Blf +12[16], Dip +12, Dsg +14 [34+], Sth +16, SM +12[16] |Koriana's Blade +10, d?+5+3d4/8 |Active conditions:

Italy was lovely, as ever. Increidbly hot though - we got married in 42 degrees celsius! The wedding was perfect, I know it sounds sappy, but everything went right on the day and it was just wonderful. Only having 8 people including us probably helped too! :)

Nice playing of Brennel and Syreena - and yes, taking out the slavers is entirely doable, especially if we just sneak into the inn at night and kill them all...


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3

Those reactions are indeed along the lines of what I'd intended for their personalities.

Congratulations on the wedding! I didn't get a chance to visit Italy when I was in Europe. Maybe next time!


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

So, we've decided to fight. Do we go ahuntin or bunker down in the shop?

-Posted with Wayfinder


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

Everyone else still with us?

-Posted with Wayfinder


Male N Half-elf Watersinger 1st HP: 15/15 AC: 14/12/12 CMD: 14 ; F/R/W: +1/+5/+3 ; Init + 4, Perception +7 ; 30' ; Know(any) +3
Kurt Iron wrote:

Everyone else still with us?

-Posted with Wayfinder

Good question.

As stated contingently in gameplay, Jasper will do his best to put out the fires with his cantrip.


Male Dwarf Monk of the Sacred Mountain 2 Init +0 | Per +7 | AC 15, T 14, F 14 | CMD 16 | HP 18/23 | Fort +7, Ref +3, Will +6

Sorry, I've been away and unable to post for a while. Should be able to post more now though. Ulfred can't really help in terms of putting out the fires, but he'll be more helpful in combat.


HP 16/16 | AP 4/5 | Init +3, Senses darkvision (60 ft.); Perception +8 | AC 19, touch 13, flat-footed 16 (+4 armor, +3 Dex, +2 natural) | Fort +5, Ref +3, Will +5 | Resistances cold 5, electricity 5, fire 5 | Tiefling | Magus (Fiend Flayer)/2 |
Spells Prepped:
0th: daze, detect magic, prestidigitation, spark (DC 14) 1st: color spray [DC 15] , shocking grasp, shield

I was just wondering in case I'm posting too much. Get post happy sitting here trying to drink off sore muscles from swinging a hammer all weekend.

-Posted with Wayfinder

1 to 50 of 314 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Cult of Unraveling Discussion All Messageboards

Want to post a reply? Sign in.