Ascension - Mageocracy

Game Master bbangerter

Pit


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-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

reflex: 1d20 + 12 ⇒ (11) + 12 = 23 vs DC 15


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Ah, the demons moved forward. Nevermind, Serelina. Leo doesn't need the transposition anymore, I think.

Reflex save: 1d20 + 8 ⇒ (18) + 8 = 26
-11 HP to Leo

GM: How tall is the building that the two larger demons are upon?
Roland & Rilumin: Could you put your HP in your status bar to make the life of the party healer a bit easier? I'd appreciate it! (Your summon too, if possible, but I'm less worried about your disapproving chaperone than I am you, Roland)


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Reflex: 1d20 + 4 ⇒ (17) + 4 = 21

Cancelling dimension door, dropping a bit before next action.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Reflex: 1d20 + 6 ⇒ (17) + 6 = 23


@Leo: Kultinak is at 41 of 51hp; his Aid spell took away a bit of the damage. Roland is uninjured.

@Serelina: Maybe Dim Door you+Ian up to roof? We really need to get Ian's melee abilities in this fight.

Kultinak visibly winced as he sustained the blows, but nevertheless swung his greatsword with resolve. Not here, and not today demons! he yelled in a condemning, baritone voice.

He'll work to kill off the injured one first, with attacks in order as listed below. The rest he'll move to another brimorak in melee range. All attacks w./power attack.

Bite Attack 1d20 + 11 ⇒ (19) + 11 = 30
Damage, if hits 1d8 + 6 ⇒ (5) + 6 = 11

Haste Greatsword Attack 1d20 + 11 ⇒ (16) + 11 = 27
Damage, if hits 1d20 + 9 ⇒ (15) + 9 = 24

Primary Greatsword Attack 1d20 + 11 ⇒ (3) + 11 = 14
Damage, if hits 1d20 + 9 ⇒ (5) + 9 = 14

Secondary Greatsword Attack 1d20 + 6 ⇒ (1) + 6 = 7
Damage, if hits 1d20 + 9 ⇒ (8) + 9 = 17

Still dressed as a non-descript guard, Roland took in the battle knowing there is little he could do in his present form. Backing slowly away, he found the nearest out of the view place, where he knelt down in semblance of prayer. There, he began the process of calling forth his ancestral heritage to aid in the battle.

Bluff attempt to get those observing him to think he is simply a pious, scared guard. Begin 1 minute/10 round procedure to summon Eidolon. He'll use his hat of disguise to hide the transformation if being watched.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Seeing Ian unable to engage, Serelina quickly moves to get him to the front. She moves to touch Ian as she casts a spell, teleporting them both to the rooftop. She then immediately disappears and is again on the ground pressed up against the side of the building as not to be seen by those on the roof.

Dimension Door Ian and Serelina so that Ian will be on the corner at N-20, then shifts down to O-19. She will probably end up by Roland. If that happens she says "So now you decide to listen to me and gear up for battle... You're too clever by half with your silly ruses."


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

"What the f--" Ian looks around from the rooftop, searching for something to hit.


@Ian: You should be right next to a Brimorak, swing away.

Roland barely stifled a groan as Serelina arrived next to him. You must have mistaken me for someone else, my lady. The last words came out in heavily mocking undertones. Only a true harridan would disturb a poor, distressed guardsman in the midst of his holy prayers, my lady. Going back into his act he mutters in a barely audible tone, now shoo.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Yes, swing away. The no more actions part of dimension door applies only to the caster, unless you have dimensional agility. Which I have. Think of this as our little version of the classic fast ball special.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Damn I really need a cold iron sword upgrade

As soon as Ian sees the demon, he grins ferociously--remembering the demon's grin earlier. "Got you!"

P.Atk.1: 1d20 + 16 + 3 ⇒ (17) + 16 + 3 = 36
Dmg: 2d6 + 17 ⇒ (3, 4) + 17 = 24

P.Atk.2: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Dmg: 2d6 + 20 ⇒ (1, 6) + 20 = 27

P.Atk.Haste: 1d20 + 16 + 1 ⇒ (6) + 16 + 1 = 23
Dmg: 2d6 + 17 ⇒ (5, 2) + 17 = 24

EDIT: Forgot about Leo's bless, fix'd


Kultinak can't 5' step to reach the one floating over the air (due to the rough terrain of the roof). Full attack on another one? Or move (provoking) and single attack?

Still need Rilumin's actions.


Full attack on another one then


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

GM: Just making sure my question isn't missed with your next post, as the answer will weigh my next action fairly heavily, depending on how many demons I can catch with my spell's area. How high up are the demons on the room, compared to the demon on the ground. Specifically, are they all within a 15 foot area?


The building is roughly 20' tall. Three stories, but built for small humanoids, so roughly 7' per floor. There are no demons on the ground - that one is air walking at the roof level.

Forgot to ask for fort saves from Kultinak at DC 17 or be sickened. He needs to make 3 of them, one for each demon that has been adjacent to him. Ian likewise will need to make 1 save.

I placed Ian at M-19 instead of N-20, so he could full attack instead of needing to move.

Ian hacks away at the demon standing next to him, inflicting heavy wounds. Each time he strikes though, a spray of burning hot blood spatters his face, arms, and hands, burning at his skin.
Damage d4 = 3, 3, 2.

Kultinak bites and hacks away at the same beast, likewise being scalded, but manages to kill the demon.
Damage d4 = 1, 1

Rilumin is up


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

the map link is to a map that isn't the current one, at least as viewed by me from my computer. looks like our battle with the evil paladin at the guard tower where he switched places with the beggar woman. anywho, the below is my attack routine, i will shoot cold iron arrows at whatever Brimorak I can see, prioritizing ones that have taken damage.

Shot 1 (two arrows)
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
dmg: 1d8 + 10 ⇒ (3) + 10 = 13
dmg: 1d8 + 10 ⇒ (5) + 10 = 15

Shot 2
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
dmg: 1d8 + 10 ⇒ (8) + 10 = 18

Shot 3
RS+DA+PBS: 1d20 + 6 + 1 ⇒ (18) + 6 + 1 = 25
dmg: 1d8 + 10 ⇒ (8) + 10 = 18

Haste Shot
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (7) + 11 + 1 = 19
dmg: 1d8 + 10 ⇒ (1) + 10 = 11

no penalties for shooting into melee or concealment

Shot 3 crit confirm
confirm?: 1d20 + 6 + 1 + 3 ⇒ (9) + 6 + 1 + 3 = 19
extradmg: 2d8 + 20 ⇒ (4, 7) + 20 = 31


Three Fort saves for Kultinak, add +4 to each if this is a poison effect

1d20 + 9 ⇒ (9) + 9 = 18

1d20 + 9 ⇒ (6) + 9 = 15

1d20 + 9 ⇒ (8) + 9 = 17

Kultinak is currently at 39 of 51 hp's currently


It is a poison effect, so all saves are made.

Rilumin plants two arrows in the hovering brimorak, slaying the demon.
The 17 missed, so the crit finished it off. He then plants his last arrow in the remaining brimorak.

The last demon opens its mouth and spews forth a cone of flame, catching Kultinak and Ian in the burst. 5d6 fire damage = 16. Reflex save DC 17 for half. The creature then retreats to the west, rising 10' above the roof. This provokes from the hound, and Ian if he has reach. It also gives it total concealment from those on the ground.

The quasit also flees westward, ducking down the side of the building.

To the north, the guards begin firing on the blind quasits. A ineffective tactic due to the demons DR.

Map

Party is up


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Only got reach if I can switch to a reach weapon that quickly :P

Reflex: 1d20 + 6 ⇒ (13) + 6 = 19

"Run you bastard! Flee from us!" Ian laughs with blood-thirst and adrenaline as he sidesteps most of the fire, letting his greatsword hang in his left hand as he pulls a spear from the magic quiver on his back, hurling it at the demon with a yell.

From efficient quiver is that a free action to pull spear? If so he'll full attack. But I'm thinking it's just 1 attack.

P.Atk: 1d20 + 15 ⇒ (14) + 15 = 29
Dmg: 2d8 + 16 ⇒ (2, 8) + 16 = 26


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

can i get a full barrage on him or do i need to move?


Rilumin you don't currently have line of sight, you'll need to move back about 20', or gain 10' in height.

Still a move action to draw from the quiver.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo moves down one square, and left one square. He uses channel positive energy to heal everything in the burst. This might not reach Ian, but if not, oh well. Roland, Serelina, himself and Rilumin WILL all be affected at least.

He'll use his selective channeling to keep from healing the demon on the roof, if there is threat of that.

Healing: 4d6 ⇒ (3, 3, 1, 3) = 10


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Hearing Ian shout, Serelina shifts back to the rooftop to try and stop the demon fleeing.

Shift, Dazing magic missile at fleeing brimorak

Spell Resistance: 1d20 + 7 ⇒ (13) + 7 = 20
MM: 1d4 + 1 ⇒ (3) + 1 = 4
MM: 1d4 + 1 ⇒ (2) + 1 = 3
MM: 1d4 + 1 ⇒ (3) + 1 = 4
MM: 1d4 + 1 ⇒ (2) + 1 = 3

If spell resistance works or the brimorak falls, she will direct the remaining missiles to any quasits or other targets available closest to furthest.(I've lost track a bit)


AoO for Kultinak on fleeing demon 1d20 + 11 ⇒ (14) + 11 = 25

Damage, if hits 2d6 + 9 ⇒ (4, 5) + 9 = 18

Kultinak Reflex save vs. Fire 1d20 + 5 ⇒ (13) + 5 = 18

Kultinak snarled after the brimorak, partially in pain from its wounds but mostly in frustration for his inability to press the attack against a flying foe. Glancing over at the guards firing at the blind quasits he barked, Fools! That will do nothing. Arrgh...I must fight the enemy I can. With that the hound archon vanished, only to reappear right next to the blind quasits, ready to renew his assault.

Standard action to teleport to A14. Assuming Kultinak was in the healing burst his hp after making the reflex save are now 41 of 51. No new actions for Roland himself.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

Rilumin moves to take a shot at the flying one, drawing arrows while doing so.

atk: 1d20 + 12 ⇒ (8) + 12 = 20
dmg: 1d8 + 9 ⇒ (1) + 9 = 10


Those on the roof are in range of the channel to heal.

The brimorak takes a beating from the assualt of magic, blades, and arrow. And is disoriented from the magic missiles impacting it.
Failed save vs dazing effect.

Both Kultinak and Ian are again splashed with scalding blood as they slash at the creature. 4 damage to Kultinak, 3 to Ian

Party is up again. The brimorak is dazed. The quasits are still blinded.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Is this thing still next to Ian and that's why he got splashed with blood? I threw the spear cause I thought the demon had flown off. If it's right next to him he'll full-round attack.


Oh, sorry, no damage to Ian.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

kinda confused as to the map. looks like i cant see any enemies?


I didn't update the map from the last round, so Serelina is now on the roof, and Kultinak is to the north - but the main target is at K13 on the current map.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Leo will look around for any bystanders still in the danger area, and try to help them away.

Percept +8


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

If Rilumin can see the enemy as it is flying (not sure with the angle and all that) he will take shots at it, otherwise he looks around for any ladders to climb up to the roof level of any building nearby.


Kultinak is now at 37 of 51hp

Growling in frustration, Kultinak took out his anger at the evading Brimorak on the hapless blind quasits, attempting to rip them in half with his greatsword ands bite.

Full Attack action w./ PA and Haste, focusing on attacking one quasit at a time until it is dead, then moving to another adjacent target, 5ft stepping as needed. @GM: I haven't mentioned it but I'm assuming you are counting all of Kultinak's attacks as Good aligned for DR-bypass purposes.

Greatsword Att-Haste 1d20 + 11 ⇒ (4) + 11 = 15
Damage, if hits 2d6 + 9 ⇒ (3, 2) + 9 = 14

Greatsword Att-Primary 1d20 + 11 ⇒ (18) + 11 = 29
Damage, if hits 2d6 + 9 ⇒ (4, 1) + 9 = 14

Greatsword Att-Secondary 1d20 + 6 ⇒ (20) + 6 = 26
Damage, if hits 2d6 + 9 ⇒ (4, 3) + 9 = 16

Greatsword Att-Secondary Crit Chance 1d20 + 6 ⇒ (1) + 6 = 7
Damage, if confirmed 2d6 + 9 ⇒ (2, 1) + 9 = 12

Bite Attack 1d20 + 11 ⇒ (7) + 11 = 18
Damage, if hits 1d8 + 6 ⇒ (5) + 6 = 11


Rilumin, from your current position you can full attack on it.

Yep, been bypassing DR with Kultinak's attacks.

Kultinak rips apart one of the quasits, ensuring it is dead. Two misses left him targeting just one with the other 3 attacks.

Unless Rilumin misses a lot, the brimorak will be dead. Ian and Serelina still have actions.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian will use the high vantage point to get a look around for any other trouble besides the quasits--like someone trying to blow up the construction site, bigger demons, or summoners. And retrieve his thrown spear if he still has enough actions for that.

Perception: 1d20 + 9 ⇒ (8) + 9 = 17


@GM: I would have thought a 15 would hit a blinded quasit. Did the 15 and the 18 really miss?


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Waiting to see if Rilumin kills it.


Roland La Vallette wrote:
@GM: I would have thought a 15 would hit a blinded quasit. Did the 15 and the 18 really miss?

Doh, didn't even think about the loss of dex due to blindness. The 15 does hit meaning you killed one, wounded another.


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

Shot 1 (two arrows)
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (5) + 11 + 1 = 17
dmg: 1d8 + 10 ⇒ (5) + 10 = 15
dmg: 1d8 + 10 ⇒ (2) + 10 = 12

Shot 2
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (16) + 11 + 1 = 28
dmg: 1d8 + 10 ⇒ (4) + 10 = 14

Shot 3
RS+DA+PBS: 1d20 + 6 + 1 ⇒ (16) + 6 + 1 = 23
dmg: 1d8 + 10 ⇒ (6) + 10 = 16

Haste Shot
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (19) + 11 + 1 = 31
dmg: 1d8 + 10 ⇒ (5) + 10 = 15

no penalties for shooting into melee or concealment

Haste Shot confirm
RS+DA+PBS: 1d20 + 11 + 1 + 3 ⇒ (13) + 11 + 1 + 3 = 28
bonus dmg: 2d8 + 20 ⇒ (4, 6) + 20 = 30


Rilumin's arrows eliminate the third brimorak, leaving only 4 quasits to deal with.


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

"Oh hell." Ian grumbles as he attempts to climb down off the roof.

Climb: 1d20 + 3 ⇒ (7) + 3 = 10


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Having thrown out some serious arcane might in this combat already, Serelina is readying an action to blast any foe that appears to be trying to set flame to the area with a dazing magic missile. I will jump in if this changes.


The quasits, ineffectively, try to get their claws on Kultinak.

Party is up again.


Kultinak glances towards the party as he continues to slash away at the quasits. The archer and I can handle these wretches, the rest of you--make sure the people are same and that there are no more demons around!

Full Attack Action w./ Haste and Power Attack, try to kill the wounded one first then move to rest. Being blinded should mean the quasits take a -2 AC penalty and lose Dex bonus to AC.

Haste Greatsword Attack 1d20 + 11 ⇒ (8) + 11 = 19
Damage, if hits 2d6 + 9 ⇒ (4, 2) + 9 = 15

Primary Greatsword Attack 1d20 + 11 ⇒ (3) + 11 = 14
Damage, if hits 2d6 + 9 ⇒ (4, 3) + 9 = 16

Secondary Greatsword Attack 1d20 + 6 ⇒ (8) + 6 = 14
Damage, if hits 2d6 + 9 ⇒ (6, 1) + 9 = 16

Bite Attack 1d20 + 11 ⇒ (9) + 11 = 20
Damage, if hits 1d8 + 5 ⇒ (7) + 5 = 12


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

Rilumin shoots at whichever quasits he can see.

Shot 1 (two arrows)
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (8) + 11 + 1 = 20
dmg: 1d8 + 10 ⇒ (3) + 10 = 13
dmg: 1d8 + 10 ⇒ (2) + 10 = 12

Shot 2
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (14) + 11 + 1 = 26
dmg: 1d8 + 10 ⇒ (8) + 10 = 18

Shot 3
RS+DA+PBS: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
dmg: 1d8 + 10 ⇒ (4) + 10 = 14

Haste Shot
RS+DA+PBS: 1d20 + 11 + 1 ⇒ (2) + 11 + 1 = 14
dmg: 1d8 + 10 ⇒ (4) + 10 = 14

no penalties for shooting into melee or concealment


Male Half-Elf Fighter(8) Init +5, Perception +9, AC (25/13t/23fl), HP 100/100, Fort +11, Ref +6, Will +12 (+2 vs. Ench., Immune Sleep), CMB +14 (+2 Sunder), CMD 24 (23 fl) (+2 vs. Trip, +3 vs. Disarm & Sunder)

Ian nods, and makes a jogging patrol towards where the civilians ran towards, and the explosive construction site, looking for new foes.


HP: 63/63, |AC: 20; T: 13, FF: 18| Fort: 10, Ref: 8, Will: 15| Resist 5 acid, cold, elec| Init: +2| Bluff: +9, Perc: +8, Sense Motive: +16, Spellcraft +11

Serelina, just making sure you saw my healing before. +10 HP if I remember right. It doesn't look like you've adjusted your HP yet, or maybe you've just been injured again and I missed it.

Leo nods at Rilumin and casts detect magic, looking around for demons, civilians who need help, or demons disguised as people.


Female Elf Wizard 7/Diabolist 1 HP: 49/49; AC: 18|ff14|t12; F+3|R+2|W+6|; Init +0; Perc +8; Bluff +15; Sense Motive +11.

Thanks Leo. Serelina continues with her readied action.


Between Kultinak and Rilumin, the remaining quasits fall to a flurry of blade and arrows.

Combat over

The general populace has long since scattered from the area, and more guards arrive, blocking the streets from new passerbys.

Yabel is found crouching down near a corner of a building, where he watched things unfold from a safer distance. Between wringing his hands and occasionally pulling at a tuft of hair on the back of his head he speaks up, his voice a little squeaky, "That construction cost thousands of gold and now the entire place in unusable."


-1 wis Half-Elf Ranger (Skirmisher) 7 - HP 73/77

"When thousands of gold are concerned, all involved should be more interested in the little details. But, this plan was quite insidious."


Sensing a lull in the action, Roland glanced around the battle sight and realized the present risk had passed. With a sigh he stood from his "prayers" and, still in guard guise, walked back over to re-join the group.

Kultinak wiped the ichor off his armor with disgust, before teleporting down to stand with the others. At Roland's approach he frowned, this was a worthy endeavor, unlike a number of your prior requests. If these demons should return I would gladly fight again. With a much more gracious nod to others in the party, especially Leo, Kultinak vanished back to the Celestial Planes.

Roland just shook his head at Kultinak's departure, SO glad you approved of your summons..., he said in a low mocking tone before smiling and shrugging. To the rest of the group he added, let's survey the damages, shall we? Not wanting to blow his disguise as a guard, Roland refrained from commenting on Yabel's words, and instead examined the area to see if any other risks remained.

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