Grim Dougal
|
Misfortune turns on the creature that was unlucky enough to come and poke at the lion.
Bite (B/P/S)
PA
Bite 1d20 + 10 - 2 ⇒ (3) + 10 - 2 = 11
Damage 1d8 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Haste - Bite 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
Damage 1d8 + 6 + 4 ⇒ (1) + 6 + 4 = 11
Claw 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27
Damage 1d6 + 6 + 4 ⇒ (3) + 6 + 4 = 13
Claw 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 18
Damage 1d6 + 6 + 4 ⇒ (5) + 6 + 4 = 15
Grim wanders around to put in any final blows.
PA/Rage
Attack 1d20 + 12 ⇒ (1) + 12 = 13
Damage 2d4 + 8 + 9 + 3 ⇒ (3, 4) + 8 + 9 + 3 = 27
My rolls this game have been terrible - I know where the Pugwumpi luck is going!
| Dungeon Master S |
Misfortune has a hard time with the zombie, but still scores some telling wounds. Grim, however, feels the effect of fate's pugwumpi
Round 2:
Avelina: Fails SP check
Megferra: Go
Baldwyn: Trip and swing
Faeranduil: BOOM
Grim: Attackq
Baddies: TBD
Jacques: On deck
Red Bone Devil: 9 Blind 1 Round (NE4S4)
Blue Bone Devil: 53 Prone
Red Guard:
Yellow Guard:
Blue Guard:
Yellow Zombie: 19
Blue Zombie:
Green Zombie:
Megferra the Rose
|
Ah, shoot, I didn't realize there were two bone devils. I dunno which I've declared Smite Evil on. :B Should I assume I've got one on the still visible one? Otherwise I can Channel Wrath for another one anyway.
Megferra the Rose
|
Round 2
Meg steps forward and attacks the devil before her in a magically sped up whirlwind of steel, Shelyn's power coursing through her!
Channel Wrath for another Smite Evil
1st Iterative, PA, Smite, Haste: 1d20 + 15 - 3 + 4 + 1 ⇒ (9) + 15 - 3 + 4 + 1 = 26
Damage: 1d6 + 7 + 6 + 16 ⇒ (4) + 7 + 6 + 16 = 33
Haste Iterative, PA, Smite, Haste: 1d20 + 15 - 3 + 4 + 1 ⇒ (14) + 15 - 3 + 4 + 1 = 31
Damage: 1d6 + 7 + 6 + 16 ⇒ (2) + 7 + 6 + 16 = 31
2nd Iterative, PA, Smite, Haste: 1d20 + 10 - 3 + 4 + 1 ⇒ (20) + 10 - 3 + 4 + 1 = 32
Damage: 1d6 + 7 + 6 + 16 ⇒ (4) + 7 + 6 + 16 = 33
2nd Iterative Crit Confirm: 1d20 + 10 - 3 + 4 + 1 ⇒ (11) + 10 - 3 + 4 + 1 = 23
Crit Damage: 1d6 + 7 + 6 + 16 ⇒ (1) + 7 + 6 + 16 = 30
She then prepares a vicious counter attack!
Opportune Parry: 1d20 + 15 - 3 + 4 + 1 + 1 ⇒ (1) + 15 - 3 + 4 + 1 + 1 = 19
I won't bother rolling a riposte for this...
Faeranduil
|
Assuming the thing is going to stand up on its turn...
I hope it is dead after those smiting attacks by Meg and will not stand up...
| Dungeon Master S |
With the power of the Gods channeled through her blade, Megferra obliterates the devil with conviction! A Wall of Ice appears out of nowhere on the field!!!
Red Guard: Double Move
Yellow Guard: Shoots Misfortune ATK: 1d20 + 6 ⇒ (18) + 6 = 24 DMG if hit: 1d6 ⇒ 4
Blue Guard: Shoots Misfortune ATK: 1d20 + 6 ⇒ (6) + 6 = 12 DMG if hit: 1d6 ⇒ 3
Yellow Zombie: Slashes at Misfortune ATL: 1d20 + 6 ⇒ (4) + 6 = 10 DMG if hit: 1d8 + 3 ⇒ (8) + 3 = 11
Blue Zombie: Slashes at Grim ATL: 1d20 + 6 ⇒ (11) + 6 = 17 DMG if hit: 1d8 + 3 ⇒ (8) + 3 = 11
Green Zombie:Slashes at MegATL: 1d20 + 6 ⇒ (18) + 6 = 24 DMG if hit: 1d8 + 3 ⇒ (5) + 3 = 8
Jacques to finish Round 2
Round 2:
Avelina: Fails SP check
Megferra: HOLY SMITE DOWN
Baldwyn: Trip and swing
Faeranduil: BOOM
Grim: Attack
Baddies: Attacks
Jacques: Go
Red Bone Devil: 9 Blind 1 Round (NE4S4)
Red Guard:
Yellow Guard:
Blue Guard:
Yellow Zombie: 19
Blue Zombie:
Green Zombie:
Grim Dougal
|
Did I need to roll a Ref save? Grim and Misfortune probably not keen on being cut off :p
Baldwyn Doucas
|
Baldwyn Doucas wrote:Assuming the thing is going to stand up on its turn...I hope it is dead after those smiting attacks by Meg and will not stand up...
Got your wish. Just wanted to post so as to not forget as I slept, hahaha.
Jacques Le Grand
|
Round 2, Init 5
LeGrand, seeing the wall form, chuckles a bit.
"Arrr, now that be a nice trick."
He advances to one of the buildings and with a couple pulls, hauls his ten foot self up onto the roof for a peek down at how Grim and friend are faring.
Climb: 1d20 + 9 ⇒ (18) + 9 = 27
HP: 74/74
AC: 17 (T12/FF15)
AC: 20 (T15/FF15) w/ barkskin
AC: 19 (T14/FF14) w/ barkskin while enlarged
F: +13, R: +9*, W: +10 (Reflex is 1 lower while enlarged)
Spells Prepared/Cast
3rd: [_] daylight, [_] plant growth, [_] communal resist energy
2nd: [X] barkskin[D], [X|_] bull's strength (2), [_] grace, [_] lesser restoration
1st: [_] divine favor, [X] enlarge person, [_] fallback strategy, [_] liberating command, [_] shield of faith
Copycat Left: 5/5
Enlarge Left: 1/5
Channels Left (3d6, DC14): 3/4
Extend Rod Uses Left: 1/3
Cure Light Wand Charges Left: 46/50
Effects Active:
Barksin: +3 natural armor
Not enlarged, no freebooters, no bull's: +9 hit, +11 damage
Attack bonus breakdown:
+1 magic bonus
+5 BAB
+6 strength (22)
-1 size penalty
-0 power attack (Furious focus)
+1 haste
--
+12 to hit
Damage bonus breakdown:
+1 magic bonus
+10 strength (22 while enlarged, 2H)
+6 power attack (2H)
--
+17 damage
Avelina of Mendev
|
Round 3 Init 22+
Avelina moves up behind Meg.
"The Fire of the Inheritor will blaze a path through this wicked ice, My Champion!"
She throws out a hand, holding her Bless wand aloft in her other like a conductor.
"Blazing Sun of Valor!"
An orb of fire manifests and slams into the wall.
Blazing Sun of Valor Flaming Sphere: 3d6 ⇒ (3, 1, 4) = 8
Baldwyn Doucas
|
Baldwyn steps towards the wall but still focuses on the zombie harassing Meg.
+1 Bardiche, PA: 1d20 + 12 + 1 ⇒ (8) + 12 + 1 = 21
1d10 + 18 ⇒ (2) + 18 = 20
Haste: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25
1d10 + 18 ⇒ (1) + 18 = 19
Iterative: 1d20 + 7 + 1 ⇒ (6) + 7 + 1 = 14
1d10 + 18 ⇒ (3) + 18 = 21
| Dungeon Master S |
REF Misfortune: 1d20 + 6 ⇒ (5) + 6 = 11
REF Grim: 1d20 + 6 ⇒ (17) + 6 = 23
The wall fails to form! Jacques, take your action back and replace it with something else (unless you want to be on the roof still.)
Faeranduil
|
Round 3
Faeranduil casts see invisibility from a scroll
"I will pinpoint the other one in a moment!"
Avelina of Mendev
|
Since the wall got retconned, Avelina probably wouldnt have cast Flaming Sphere on it. For simplicity's sakehow about we say she cast it on the baddie in front of Meg and have it make the reflex save (DC 22)?
| Dungeon Master S |
Still waiting on Jacques to retcon. Likely he'll ruin a bad guy soon. Meanwhile...REF: 1d20 + 4 ⇒ (13) + 4 = 17 The zombie steps right into Avelina's flaming sphere, but the zombie seems to completely resist the heat. Baldwyn, however, ends the zombie harassing Megferra.
Round 2 Jacques
Round 3:
Avelina: Flaming Sphere
Megferra: TBD
Baldwyn: Attack
Faeranduil: Going to cast See Invisibility
Grim: TBD
Baddies: TBD
Jacques: TBD
Red Bone Devil: 9 Blind 1 Round (NE4S4)
Red Guard:
Yellow Guard:
Blue Guard:
Yellow Zombie: 19
Blue Zombie:
Grim Dougal
|
The guard (Yellow) lands a hit on Misfortune, but the Celestial nature of the beast shrugs the blow off without leaving a scratch.
Misfortune mauls at the foe.
(Yellow)
Bite (B/P/S)
PA/Haste
Bite 1d20 + 10 - 2 + 1 ⇒ (18) + 10 - 2 + 1 = 27
Damage 1d8 + 6 + 4 ⇒ (6) + 6 + 4 = 16
Haste - Bite 1d20 + 10 - 2 + 1 ⇒ (19) + 10 - 2 + 1 = 28
Damage 1d8 + 6 + 4 ⇒ (2) + 6 + 4 = 12
Claw 1d20 + 10 - 2 + 1 ⇒ (8) + 10 - 2 + 1 = 17
Damage 1d8 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Claw 1d20 + 10 - 2 + 1 ⇒ (16) + 10 - 2 + 1 = 25
Damage 1d8 + 6 + 4 ⇒ (4) + 6 + 4 = 14
Grim steps across and attacks the other enemy (Blue).
PA/Rage/Flank(Pack Tactics)/Haste
Attack 1d20 + 12 + 2 + 4 + 1 ⇒ (19) + 12 + 2 + 4 + 1 = 38
Damage 2d4 + 8 + 9 + 3 ⇒ (3, 3) + 8 + 9 + 3 = 26
Convert? 1d20 + 12 + 2 + 4 + 1 ⇒ (20) + 12 + 2 + 4 + 1 = 39
Damage 2d4 + 8 + 9 + 3 ⇒ (1, 4) + 8 + 9 + 3 = 25
Haste attack 1d20 + 12 + 2 + 4 + 1 ⇒ (3) + 12 + 2 + 4 + 1 = 22
Damage 2d4 + 8 + 9 + 3 ⇒ (2, 2) + 8 + 9 + 3 = 24
Iterative 1d20 + 7 + 2 + 4 + 1 ⇒ (6) + 7 + 2 + 4 + 1 = 20
Damage 2d4 + 8 + 9 + 3 ⇒ (1, 1) + 8 + 9 + 3 = 22
| Dungeon Master S |
There is a solid chance the JAcques will kill one )or more) of those guys before Grim's turn. That could REALLY change things. Anyone know what timezone Jacques is in?
Megferra the Rose
|
Round 3
Meg cuts the devil to pieces, but receives a blow in retaliation from a zombie that quickly falls from Baldwyn's attack as Meg fails to parry it. As Avelina's flaming sphere pops up and the ice wall fails to manifest, Meg gives her charge a quick grin. "Did you melt that whole wall by yourself, My Lady? Well, with Iomedae's blessing, of course, but that was an impressive channeling of her power!"
Mind if I wait on Jacques? I figure he'll probably be smacking down some zombies, and I'll need to know which one to run up to. Also, did my critical hit against the bone devil confirm? Just need to know for panache tracking.
Grim Dougal
|
OK will see what Jacques does and adjust accordingly :p
| Dungeon Master S |
Sadly no panache gets refilled...
Jacques Le Grand
|
Ye got me on the verge of a con weekend, maties!
LeGrand advances, narrowing his eyes.
"Arr, where be thar devil? We be waiting fer ye!"
He'll move a bit (I forget where I started now, but should be within 30ft of that) and ready an action to swing at the devil with his copious reach instead.
| Dungeon Master S |
Then let's wrap this up for Jacques!
At the risk of this getting confusing, Meg still has to go, but there are no bad guys near her. So to finish Round 3:
Meg:
Red Guard: Shoots another arrow, this time at Jacques: ATK: 1d20 + 6 ⇒ (14) + 6 = 20 DMG: 1d6 ⇒ 6
Yellow Guard: Shoots another arrow, this time at Jacques: ATK: 1d20 + 6 ⇒ (20) + 6 = 26 DMG: 1d6 ⇒ 5
Blue Guard:Shoots another arrow, this time at Jacques: ATK: 1d20 + 6 ⇒ (16) + 6 = 22 DMG: 1d6 ⇒ 2
Jacques:
The devil is just shaking off the blindness, and is 20' east of Jacques and floating about 15' off the ground.
Red Bone Devil: 9
Red Guard:
Yellow Guard:
Blue Guard:
| Dungeon Master S |
Confirm: 1d20 + 6 ⇒ (1) + 6 = 7 DMG to add if crit: 2d6 ⇒ (3, 4) = 7
Avelina of Mendev
|
No excuses, Jacques. I'm going to the same con as you and for longer! And I'm running stuff!
Grim Dougal
|
OK I assume Grim and Misfortune ripped into the two as suggested then :)
| Dungeon Master S |
Oops, I thought I had included a description of that in my post :-)
Megferra the Rose
|
Round 3: cont.
With Faeranduil's burst of speed still make her jittery, Meg runs through an alley and up to one of the remaining soldiers, scimitar at the ready. "You shall never defeat us! Surrender now!"
Double move
Opportune Parry, PA, Haste, fencer: 1d20 + 15 - 3 + 1 + 1 ⇒ (12) + 15 - 3 + 1 + 1 = 26
Riposte: 1d20 + 15 - 3 + 1 ⇒ (19) + 15 - 3 + 1 = 32
Crit Confirm: 1d20 + 15 - 3 + 1 ⇒ (12) + 15 - 3 + 1 = 25
Damage: 1d6 + 7 + 6 ⇒ (1) + 7 + 6 = 14
Crit Damage: 1d6 + 7 + 6 ⇒ (2) + 7 + 6 = 15
| Dungeon Master S |
Red guard would have met Megferra with a blade rather than shoot an arrow. The other two guards stand, but he would have drawn his sword and missed, resulting in a parry riposte. Indead the paladin is ready, taking his blade in 6 and driving hers home through the heart, killing them man.
Jacques Round 3 and then it's back to the top.
Jacques Le Grand
|
Allowing himself to return to regular size for the moment, LeGrand eyes the charge lane past the lion and to Megferra's aid.
Bardiche: 1d20 + 12 + 2 + 1 ⇒ (13) + 12 + 2 + 1 = 28 for 2d8 + 16 ⇒ (2, 4) + 16 = 22
vs Yellow Guard.
"Best ye be wary, for we have set two eyes on ye now, pups!"
HP: 74/74
AC: 17 (T12/FF15)
AC: 20 (T15/FF15) w/ barkskin
AC: 19 (T14/FF14) w/ barkskin while enlarged
F: +13, R: +9*, W: +10 (Reflex is 1 lower while enlarged)
Spells Prepared/Cast
3rd: [_] daylight, [_] plant growth, [_] communal resist energy
2nd: [X] barkskin[D], [X|_] bull's strength (2), [_] grace, [_] lesser restoration
1st: [_] divine favor, [X] enlarge person, [_] fallback strategy, [_] liberating command, [_] shield of faith
Copycat Left: 5/5
Enlarge Left: 1/5
Channels Left (3d6, DC14): 3/4
Extend Rod Uses Left: 1/3
Cure Light Wand Charges Left: 46/50
Effects Active:
Barksin: +3 natural armor
Not enlarged, no freebooters, no bull's: +9 hit, +11 damage
Attack bonus breakdown:
+1 magic bonus
+5 BAB
+6 strength (22)
-1 size penalty
-0 power attack (Furious focus)
+1 haste
--
+12 to hit
Damage bonus breakdown:
+1 magic bonus
+10 strength (22 while enlarged, 2H or 20 otherwise for +9)
+6 power attack (2H)
--
+17 damage
Megferra the Rose
|
Looking to Jacques' eyepatch, and mentally counting her own, she takes a brief second from their opponents to look at the Besmaran Priest-Captain. "Wait, two sets of eyes, or set two sets of...wait, set two eyes... Anyway, yeah, what he said!" Meg declares, shaking off her momentary counting stumble and resetting her resolve. "It's not too late to surrender!"
Faeranduil
|
Round 4
Faeranduil takes out another scroll and reads it, eyes fixed on the invisible devil. A cloud of golden particles appear, outlining the devil to normal vision.
| Dungeon Master S |
Meg indeed executes an incredible fleche against the yellow guard. Her blade sinks practically to the hilt. Jacques moves to protect Meg, but instead finds the only target a guard. The bardiche cleaves the man in two, leaving only the single devil.
Faeranduil eyes the devil and in a flash the devil is outlined with glitterdust!
All Pathfinders (except Faeranduil and JAcques can take a Round 4 action.)
Red Bone Devil: 9 Glitterdust
Grim Dougal
|
Anyone got anything to deal with the Fear debuff? That was a hard DC last time!
Baldwyn Doucas
|
Baldwyn moves to the bone devil to the south and swings with a mighty strike!
Power Attack, Vital Strike, Felling Smash
Bardiche!: 1d20 + 12 + 1 ⇒ (5) + 12 + 1 = 18 vs AC
Folio Reroll: 1d20 + 12 + 1 + 4 ⇒ (6) + 12 + 1 + 4 = 23 vs AC
damage: 2d10 + 18 ⇒ (2, 5) + 18 = 25
Felling Smash Trip: 1d20 + 17 + 1 ⇒ (7) + 17 + 1 = 25 vs CMD
If Successful, AoO: 1d20 + 12 + 1 ⇒ (12) + 12 + 1 = 25 vs AC
damage: 1d10 + 18 ⇒ (4) + 18 = 22
| Dungeon Master S |
I forgot the save for glitterdust: 1d20 + 7 ⇒ (3) + 7 = 10 The devil lets out a slew of curses the likes of which mortal ears were never ment to hear as Faeranduil blinds the devil. The second time in as many moments causes him to lose all sense of tactics. The blinded devil also can't see the bardiche coming at him New AC is 23, good reroll Baldwyn
Grim, Avelina, and Megferra
Devil: 45 Blind
Megferra the Rose
|
Meg pulls her blade from the guard as quickly as it went in, using the momentum to dash back over to the now-visible devil. She executes a tricky spin of her scimitar that is, unfortunately, lost on the currently sightless fiend. "Okay, I know you all haven't been super keen on this so far, but do you want to give up peacefully?" Meg asks hopefully.
Opportune Parry, Smite Evil, no PA, haste, fencer: 1d20 + 15 + 4 + 1 + 1 ⇒ (6) + 15 + 4 + 1 + 1 = 27
Riposte: 1d20 + 15 + 4 + 1 ⇒ (12) + 15 + 4 + 1 = 32
Damage, PA, Smite: 1d6 + 7 + 6 + 16 ⇒ (1) + 7 + 6 + 16 = 30
For fear, Meg still has an Aura of Courage, so everyone in a 10ft radius from her gets a +4 morale bonus against fear effects. Meg is immune to fear. That's largely because of this ability, but I like to think it has something to do with her mental ability scores as well. 8)
Avelina of Mendev
|
Round 4
Seeing that her foe is already blinded and remembering the indignity of her Sealed Fate of the Wicked, Avelina beings conjuring a ball of ice.
"Your world will end in both fire and ice, foolish creature of evil!"
With a mere wave, Avelina shoots out the frozen orb at the emaciated, boney flesh of the devil.
"Icy Orb of Judgment!"
Icy Orb of Judgment Snowball (into melee): 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
Cold Damage: 5d6 ⇒ (1, 5, 4, 3, 4) = 17
As long as he takes any of the cold damage, he has to make a DC 19 Fort save or be staggered for 1 round. Snowball bypasses SR.
Five-foot-step east on the map to eliminate cover penalty, move action to move Flaming Sphere 30 ft, and standard action to cast Snowball
Baldwyn Doucas
|
Woooo! So close! Yay blindness! Off chance it got tripped too? :-/
-Posted with Wayfinder
Chris Marsh
|
Yes. Sorry I didn't call that out. He's blind!
mad dash posts and we can call it.
-Posted with Wayfinder
| Dungeon Master S |
Avelina's snowball hits the devil despite the distance to Megferra.
Fort: 1d20 + 12 ⇒ (10) + 12 = 22
Grim may be asleep? Not sure. Either way the beast is going to launch an all out attack on the paladin who has targeted him for smiting. The very first bite comes at her fast:
Bite: 1d20 + 14 ⇒ (12) + 14 = 26 and it is parried with riposte!!!
The blow is crippling!
In the interest of getting chronicles out fast enough, I'm going to call it. With fewer than 10 HP and Grim to go, there's no way. I hope you guys don't mind...
| Dungeon Master S |
When the final foe falls, the men and women in the cages let out a shout. You had forgotten about them during the fight, in no small thanks to their silence. They beg for freedom, and give thanks to each of you. The children among them become your shadows, mimicking the techniques they saw you use in the fight. Their elation, however, soon gives way to despair.... After all you're stuck on a strange demi-plane version of Geb.
When you search the battle field, you see that the erstwhile bone devil had dropped a book at the start of the battle. The book is the final journal! Unfortunately is all gibberish to the lot of you. Seeing as you don't have any way home there's plenty of time to study it and the other journals... When all of Rijana’s journals are gathered together and studied, You eventually break through to the information you're looking for. The books reveal that the you need to use the corpse of an ancient Gebbite battle cleric to activate the ritual again using the stele in the fountain of the planar Geb’s Rest without actually merging Geb’s Accord with the material plane.
The ritual works as you hoped, and one by one you each return to the Prime Material Plane.
You will be forever spoken of as heroic legends among the people of Geb. It takes no time at all for the tale of your heroism to spread, and any if you find yourselves in Geb, you’ll generally be greeted as heroes.
Once you return to Absalom (by boat), Adril Hestram is sad to hear of Rijana’s death but happy that you have recovered her journals—research, Hestram mentions, that will most likely appear in the next volume of the Pathfinder Chronicles.
The Venture Captain dismisses you afterwards, another successful mission by the society's senior agents!
Well played Pathfinders! I've PMed you your chronicles and I'll have the session reported shortly. Feel free to post any day job rolls here. I'll leave this thread up for a few days (though I'll be on travel to Washington D.C. all next week, so I will like archive it on Monday. Thanks again guys, this has been a lot of fun. I need to take a short break until I get some Real Life stuff taken care of, but I'll be posting my next game on Flaxseed soon I'm sure.
Grim Dougal
|
Grim and Misfortune seem quite happy that a lions teeth closing in on its head was probably the last thing the Devil ever saw.
In the time whilst the ritual is being worked out, Grim listens more about the design of heraldry and questions Avelina on the topic, interested in learning more.
Misfortune spends his time entertaining the children whilst the party waits.
On arrival home, they take their share of the treasure and head out to the streets and the taverns beyond.
"Farewell friends!"
Megferra the Rose
|
Meg spends her time in the demi-plane healing wounds and playing with the children who try to imitate her dancing.
She also continues to act as Avelina's acting Knight Protector, but far more relaxed with no foreseeable threats on the horizon.
She makes sure to give Misfortune one last thorough scratching, hugging the beast and burying her face in its fur before barbarian and friend leave. "Bye! Take care now!"
Thanks for running this!! It was a fun one, and it's interesting to see what a higher level scenario look like.
Chris Marsh
|
Don't judge high level on this one, it is an old season one. But yes it is certainly different.
-Posted with Wayfinder
Baldwyn Doucas
|
Baldwyn spends the time in Geb's Accord cleaning his weapons and armour, being sure to give Meg and Avelina plenty of space to... celebrate the victory. He also goes through the men of the place trying to teach them the ways of a fighter. This way they can be better able to defend themselves should they happen upon another invasion or oppression.
Finally, the journals are decoded and he is ready to depart. He clasps Grim, Jacques, and Faeranduil at the wrist as they depart, a true show of camaraderie and respect. For Meg and Avelina, he bows low, expressing the pleasure it has been to travel with those who are capable of handling themselves on the field.
"Be strong, fight well, and perhaps we'll meet again."
Thanks for running! Enjoy your time in D.C.