Ascension - Merchant's Guild

Game Master bbangerter

Cliff Face


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HP 76/76; AC25 (FF21/T13); +4 Init; Fort +9, Ref +7, Will +3*; Perception +5; Sense Motive +1;

Innulamane tries to confirm its grip on the creature to fly up with it.

Grapple: 1d20 + 16 + 5 ⇒ (18) + 16 + 5 = 39

Confirming its grip he flies up 80ft.


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Issa calls for Horus healing power and a, tiny, wave of positive energy flow through all, avoiding his ennemies.

May Horus give you Faith and Strength
Positive Channeling: 4d6 ⇒ (3, 2, 2, 1) = 8 +> 4PV for everyone

+2 channel bonus on Diplomacy checks and to the DC of language-dependent and charm effects

Then he flies up 40ft. to be out of reach of the hounds and their handler.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy cackles and begins casting Enlarge Person.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Seeing the hounds adjust with the snap of the whip, Cormick focuses on disabling it's powers.

Cast dispel magic on the hunt master's whip.

Dispel Magic: 1d20 + 7 ⇒ (16) + 7 = 23
Caster level 12 item

CRB prd wrote:
If the object that you target is a magic item, you make a dispel check against the item's caster level (DC = 11 + the item's caster level). If you succeed, all the item's magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item's physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

Not sure if anything will occur or not.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Not sure how I got where I am. Last turn I charged to L2 and attacked the hound master, yet somehow I landed on J4 attacking a hound. Either way:

Hezrog steps to I3 and fully attacks the hound adjacent to him and Aerin, switching his study from the other hound to this one.

(Fortune will go on the last attack, as will the bull rush)

bash1: 1d20 + 16 ⇒ (1) + 16 = 17damage: 2d6 + 9 ⇒ (6, 1) + 9 = 16 Auto miss nat1
bash2: 1d20 + 16 ⇒ (10) + 16 = 26damage: 2d6 + 9 ⇒ (5, 1) + 9 = 15
bash3: 1d20 + 11 ⇒ (19) + 11 = 30damage: 2d6 + 6 ⇒ (4, 5) + 6 = 15
fortune reroll bash3: 1d20 + 11 ⇒ (16) + 11 = 27

Bull rush = 30


My mistake Hezrog, I had thought you'd charged the hound. I can adjust accordingly if you prefer (which would mean no full attack on the hound this round).


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Probably much simpler if we just keep things going how they are. I'll be careful to specify targets more clearly in the future.


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Round 2

From the ground Aerin will continue to attack the dog in front of her while some of her wounds closes from the wave of positive Energy

Spell Combat: Arcane Mark, Fighting Def, Fighting prone, +3 weapon

Bladed Scarf: 1d20 + 12 + 2 - 2 - 4 - 4 ⇒ (8) + 12 + 2 - 2 - 4 - 4 = 121d6 + 8 ⇒ (6) + 8 = 14

Concentration: 1d20 + 14 ⇒ (5) + 14 = 19

Bladed Scarf: 1d20 + 12 + 2 - 2 - 4 - 4 ⇒ (16) + 12 + 2 - 2 - 4 - 4 = 201d6 + 8 ⇒ (3) + 8 = 11

Current Prone AC 29

----

Rolling the Fortune Hex on the first attack

Fortune Bladed Scarf: 1d20 + 12 + 2 - 2 - 4 - 4 ⇒ (19) + 12 + 2 - 2 - 4 - 4 = 231d6 + 8 ⇒ (5) + 8 = 13

Crit Conf Fortune Bladed Scarf: 1d20 + 12 + 2 - 2 - 4 - 4 ⇒ (19) + 12 + 2 - 2 - 4 - 4 = 231d6 + 8 ⇒ (1) + 8 = 9


Innulamane carries the demon up into the air as Issa soothes everyones wounds.

Aerin's scarf cuts deep into the shoulder of the second hound, but her second attack misses. Hezrog then knocks the beast backwards ten feet with a pair of shield slams.

Cormick casts dispel magic on the hunt masters whip, though it is not clear if anything changed.

The hunt master continues to ply his whip to tripping, first to Hezrog, knocking him prone, then taking a 5' step towards Cormick and doing the same to him.
Trip d20 + mods = 30, 26.

The hound rushes at Aerin again, pouncing, and sinks its teeth into her.
Attacks d20 + mods = 33. Crit confirm 27. Claws 25, 21. Grab 22. Damage d8 + mods = 10

While the other tries to get at the roc carrying it aloft.
14, 26, 20. Damage 5

Party is up. Map later tonight, though only differences are Hezrog and Cormick are prone, and the hunt master is in K2. And Aerin is now grappled.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy's spell goes off and Hezrog grows to a large size. She cackles to maintain the fortune hexes.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Wanting to get some distance between the Hunt Master and himself, Cormick casts a new spell he has been thinking about lately, as this seems like a perfect opportunity.

Cast Defensivily (DC19): 1d20 + 12 ⇒ (18) + 12 = 30

Casting Unadulterated Loathing, DC17 Will, loathed target Cormick


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Hezrog stands, likely provoking an aoo stepping into squares (I,J; 2,3) before attacking once with his mainhand. power attack+fortune

Shield bash: 1d20 + 14 ⇒ (17) + 14 = 31
fortune: 1d20 + 14 ⇒ (16) + 14 = 30
damage: 3d6 + 12 ⇒ (3, 3, 1) + 12 = 19

He will decline to bull rush.

Edit: AC vs the AOO is 22 including prone and enlarge


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Round 3

Again bitten on the shoulder Aerin will focus her weapon attack on the dog that is trying to grapple and rake her to death and she also unleash a spall at him

Spell Recall: Magic Missle (swift), Spell Combat: Magic Missle, Fighting Def, Prone, +3 Weapon

Concentration: 1d20 + 14 ⇒ (8) + 14 = 22

Magic Missle: 4d4 + 4 ⇒ (4, 1, 2, 1) + 4 = 12 Vs Dog

SR if needed: 1d20 + 7 ⇒ (11) + 7 = 18

Bladed Scarf: 1d20 + 12 + 2 - 2 - 4 - 4 ⇒ (14) + 12 + 2 - 2 - 4 - 4 = 181d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13

Fortune Bladed Scarf: 1d20 + 12 + 2 - 2 - 4 - 4 ⇒ (20) + 12 + 2 - 2 - 4 - 4 = 241d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12

Crit Fortune Bladed Scarf: 1d20 + 12 + 2 - 2 - 4 - 4 ⇒ (3) + 12 + 2 - 2 - 4 - 4 = 71d6 + 6 + 2 ⇒ (4) + 6 + 2 = 12

Current Prone AC 29 CMD 24


Would need you to roll to overcome SR as well Cormick, but regardless of that result Will save 27 - so moot point either way.

Hezrog slams the hound again and it crumples to the ground unconscious. The hunt master tries to strike him with his whip as he stands, but does not connect. d20 + mods = 13

Aerin do you want to cast magic missile against the hunt master? Or against the hound carried aloft by Innulamane? And you can adjust your actions to stand if you wish, since the hound next to you is dead.

Issa is up

Map


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

i'll adjust my action to Stand and no spell recall Magic missle on this turn besides killing this hound


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Issa says Bombard the two legs standing creature ! to Innulamane.

Then he flies to Aerin and casts a healing spell on her.

Cure Moderate Wounds (Hold Person): 2d8 + 7 ⇒ (1, 7) + 7 = 15


HP 76/76; AC25 (FF21/T13); +4 Init; Fort +9, Ref +7, Will +3*; Perception +5; Sense Motive +1;

At its master's orders, Innulamane flies over the hunt master and tries to drop the hound on it.

Grapple (move): 1d20 + 16 + 5 ⇒ (18) + 16 + 5 = 39

Bombard (RA): 1d20 + 7 ⇒ (13) + 7 = 20
Damage (fall 160ft.): 16d6 ⇒ (3, 5, 3, 4, 2, 3, 4, 5, 5, 4, 6, 5, 3, 2, 4, 6) = 64
Damage (falling object): 3d6 ⇒ (5, 6, 2) = 13


Innulamane drops the demonic hound, which lets out a high pitched howl. The hunt master steps to the side at the last moment, and the unfortunate beast slams into the hard ground, bones jutting out from its skin in a bloody mass.

The hunt master drops its whip, and with an angry scream bites and claws at Hezrog savagely.
d20 + mods = 25, 20, 30. Damage d8 + mods = 7. Hezrog needs to make a DC 17 fort save vs poison, or take 1d3 = 1 con damage

Party is up

Map


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy uses her Healing Hex to heal Aerin and then continues her cackle.

Healing Hex: 2d8 + 7 ⇒ (3, 4) + 7 = 14


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

Issa command Innulamane to charge the last creature.

Charge ! then he fly around Aerin ready to cast a heal spell if she's badly hit by the creature.


HP 76/76; AC25 (FF21/T13); +4 Init; Fort +9, Ref +7, Will +3*; Perception +5; Sense Motive +1;

Innulamane at its master's order, charge from the sky the creature !

Claw: 1d20 + 11 + 1 + 2 ⇒ (11) + 11 + 1 + 2 = 25
Damages: 1d6 + 7 ⇒ (3) + 7 = 10
Grab: 1d20 + 16 + 1 + 2 ⇒ (19) + 16 + 1 + 2 = 38


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

fortitude: 1d20 + 10 ⇒ (1) + 10 = 11

Mostly enraged from the poison, Hezrog unleashes a full attack.

bash1: 1d20 + 16 ⇒ (7) + 16 = 23damage: 3d6 + 10 ⇒ (4, 4, 3) + 10 = 21
bash2: 1d20 + 16 ⇒ (20) + 16 = 36damage: 3d6 + 7 ⇒ (5, 6, 2) + 7 = 20
bash3: 1d20 + 11 ⇒ (4) + 11 = 15damage: 3d6 + 10 ⇒ (6, 4, 3) + 10 = 23

Confirm on bash 2:
bash2 crit: 1d20 + 16 ⇒ (6) + 16 = 22 bonus damage: 3d6 + 7 ⇒ (1, 5, 5) + 7 = 18


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Do not forget Fortune... Perhaps on the save?


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Round 4

With the whip dropped, Cormick maneuvers wound the demon to position himself in a flank with Hezrog, then cautiously attempts to aid Hezrog's next attack.

Move to L2, takeing long path to avoid AoO.

Fight Defensively, Rapier, Aid Another (attack): 1d20 + 8 + 2 - 4 ⇒ (1) + 8 + 2 - 4 = 7


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

Round 4

All her wounds patched up by both Issa and cindy Aerin now on her feet moves to fight the huntmaster

Nice, i am probably not going to need a fortune re roll on that one. +3 Magic Weapon, Going to use Lingering Pain Arcana (immediate action)

PA bladed Scarf: 1d20 + 12 + 2 - 2 ⇒ (20) + 12 + 2 - 2 = 321d6 + 12 ⇒ (1) + 12 = 13

Crit Conf PA bladed Scarf: 1d20 + 12 + 2 - 2 ⇒ (15) + 12 + 2 - 2 = 271d6 + 12 ⇒ (3) + 12 = 15

Current AC 30

Lingering Pain:
The magus can expend 1 point from his arcane pool as an immediate action after hitting a target with a weapon attack. All damage from that attack (including damage from a spell cast using the spellstrike ability) is considered continuous damage for the purposes of any concentration checks made by the target prior to the beginning of the magus’s next turn.

Sp & Concentration:
Using spell-like abilities is a standard action unless noted otherwise, and doing so provokes attacks of opportunity. It is possible to make a concentration check to use a spell-like ability defensively and avoid provoking an attack of opportunity, just as when casting a spell. A spell-like ability can be disrupted just as a spell can be. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

You're right, I'll absolutely reroll the save! For some reason I thought the fortune was a "roll twice and take the better" rather than a "reroll a failed roll"

fortune fortitude: 1d20 + 10 ⇒ (12) + 10 = 22


With the aid of the fortune hex, Hezrog avoids the poisons effect, and lays into the demon with his shields, striking twice. Including confirming the crit.

The demons hard skin absorbs a good portion of each blow.

Aerin's bladed scarf cuts into the creature with ease.

Innulamane grapples the demon, but his claws seem unable to pierce the tough hide.

The demon turns its teeth and claws on the roc.
Attacks d20 + mods = 11, 29, 13. Damage d6 + mods = 8. Innulamane needs to make a fort save vs poison DC 17 or take 1d3 = 1 con damage.

Party is up.
No need to update the map, only change really is Comrick flanking with Hezrog


HP 76/76; AC25 (FF21/T13); +4 Init; Fort +9, Ref +7, Will +3*; Perception +5; Sense Motive +1;

Fort DC17: 1d20 + 9 ⇒ (12) + 9 = 21

Innulamane tried to maintain his grip on the creature, this time with all his might.

Grapple (power attack): 1d20 + 16 + 1 + 5 - 2 ⇒ (16) + 16 + 1 + 5 - 2 = 36
Damages: 1d6 + 7 + 4 ⇒ (5) + 7 + 4 = 16


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy uses her misfortune hex to lower the demon's to hit by 2. Duration is 1 round. Will save DC 18, no SR, or Duration is 7 rounds. She continues to cackle and 5' steps to look down into the cave.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Round 5

Once more Comrick tries to distract the demon, helping Hezrog's successful attack.

Rapier, Flank, Fight Defensively, Aid Another(Attack): 1d20 + 8 + 2 - 4 ⇒ (3) + 8 + 2 - 4 = 9


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

Hezrog will full attack into the flank, attempting to capitalize on this advantage. (power attack, sneak attack)

bash1: 1d20 + 16 ⇒ (8) + 16 = 24damage: 5d6 + 14 ⇒ (5, 6, 4, 6, 5) + 14 = 40
bash2: 1d20 + 16 ⇒ (13) + 16 = 29damage: 5d6 + 11 ⇒ (6, 4, 5, 4, 1) + 11 = 31
bash3: 1d20 + 11 ⇒ (5) + 11 = 16damage: 5d6 + 14 ⇒ (1, 3, 1, 1, 3) + 14 = 23
Fortune: Reroll last attack
bash3: 1d20 + 11 ⇒ (6) + 11 = 17


Hezrog's first attack knocks the creature out.
Continue attacking or plan tp capture the demon?


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Most demons can teleport at will. I do not think we can hold it if it regains consciousness. I say kill it.


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"I have no means of keep a demon from teleporting aware if you want to question it, so me might as well dispatch it."


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

At the instruction of his allies, Hezrog continues to attack after the demon falls.


M Half Orc Slayer 7 Hp 88/91; AC 28/27/14; (+11 Perc(*urban+2); +1 Init(*urban+2); Fort +10, Ref +9, Will +6)

That force looked like a scouting team to me. I think we should be prepared for additional conflict soon.


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

Cindy nods as she peers into the dark tunnel and continues to cackle.


The demons defeated, the main body of the army arrives shortly, following Athar to the ridge.

The captain immediately deploys thirty soldiers to take up a watch.

"Better take a look at this hole you've found, see if we can do something to cave it in, or block it up."


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

That is precisely what i had suggested and done earlier today she says to no one in particular in an "I told you so" smile

she turns toward the party so where to? do you want me to do some scouting


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

it is the whole Aerin went down in ? the 100ft one ?

We first need to secure our climb down cause its a long one


F Half Orc (Mystic) Scarred Witch Doctor 7 Hp 50/85 AC 19 (22) (+10 Perc; +5 Init; Fort +10, Ref +7, Will +7)

I may be missing something Aerin. Why go down the tunnel in to the realm of the drow? Or even into the cave at all for that matter. Is it not better to wait for the enemy at the cave entrances?


Yes, he is referring to the pit leading deeper in the depths, that elementals then worked to fill up with rock. I presume the message delivered to him would have contained the basic details.

Captain Ceyz deploys three engineers and a group of armed men to go take a look at the pit, and see if they can further block the way through. The engineers take ropes, pitons, picks, and other equipment as they think they might need.

"What about the rest of this cavern? Are there other passages we need to secure as well? Or do you wish to rest till morning?"


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

please stop me if my memory is wrong from the map i have

At the entrance of that cave i took the first passage, Following that passage leads to a ledge. A deep chasm sits between the ledge and another cliff face 10' away. The ledge runs east for about 15' before ending, dropping into the chasm. I found the Scout there. Without a secure means of climbing the cliff though further tracking on your own part does not seem feasible.

the passage twists and turns, but generally continues westward and upward.

Several hundred yards later the passage splits into two main branches. The cold breeze flows from the right passage, while the air of the left passage is still. We took the takes the left fork.

It travels a short distance then begins to descend downward slightly. Another 80' feet Traveling another 40' before tunnel widens a bit more.

The left most passage turns sharply downwards after only a short distance, dropping deeper into the mountain. The central passage runs a short distance then veers sharply to the south.

The northern passage only runs about 20' before ending in a dead end

The south passage leads to the underdark. The north is a dead end. The middle one we were not yet done exploring, but it is a long and twisting passage. We found several cave fishers that way, there may be more, further along, or other denizens.

Now down the pit we blocked with rocks etc. The other Passage fron the entrance After droping 200 ft coming to a more stable flooring. The cavern splits into 7 different passages. A brief exploration down six of them shows narrow and winding paths. A humanoid could pass further through them, but would have some tight spots. An army could pass through them one at a time, though bringing a large volume of supplies through would prove very time consuming. The seventh is a wide passage running west. The hard rock floor provides no clues of passage from drow or other creatures. While the upper caves have been dry, down here the air is damp and the walls slightly moist. But is guarded by a Destrachan who are cunning hunters, and can cause a sonic explosion of sorts dealing heaving damage, or stunning those in the blast. Or at least i am thinking it is guarding this area as there is really nothing to hunt. I managed to get a ver close glimp. The passage enters into a larger chamber, a natural grotto. Pools of water beneath stalactites. Two more passages branch off of the cavern on this side, but the north side of the cavern extends beyond

so we have the passage heading to the cave fisher to explore correct ?


Correct. There is also another passage from where the scout was. The scout was found up a side passage from the main one, where the light of day shone through.

Captain Ceyz takes in the information. "Probably best to wait till morning then. We'll make sure that first hole is sealed nice and good tonight though."

The night passes without further incident. In the morning the captain calls out twenty men, along with himself, to help explore more of the cave.

Going in as a group? Aerin scouting ahead? Other?


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

I am fine with doing more scouting right now captain, how about the rest of us ? she ask the group ?


HP 80/80; AC20 (FF20/T10); +0 Init; Fort +9, Ref +3, Will +11; Perception +16; Sense Motive +12;
Remaining Ressources:
Channel 9/9; Blinding Flash 7/7; Nimbus of Light 8/8

I'm Ok with that. I will pray for new spell as our ennemies were not what I expected. said Issa


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

"I have to problem going in as a group."


The cave fisher area? Or the other unexplored passage from which the cool breeze flows?


Male Human, Bard 8, (Init +2; Prec +10; AC 18/13/16; HP 67/78; Fort +3, Ref +9*, Will +8*; CMD 17)

Dang I hate posting from my phone... stupid big fingers.

Cave Fisher Even, Cool Breeze Odd

1d1000 ⇒ 908


Hp 66/66 AC (29/ T:23/ FF:17) (+10 Perc; +5 Init; Fort +7, Ref +9, Will +7)

cave fisher also. i am ok with doing it the same day and not resting for the night atm

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