Beyond the Tentacled Eye - A Pathfinder Greyhawk Tharizdun Campaign

Game Master GM Darkblade

A View of Hommlet from the Southern Approach
Player's Map of Hommlet Proper
Townsfolk Images
Zert's Map
Menu of the Inn of the Welcome Wench


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If he is tracking, Cedryk would be near the front, otherwise, he is probably near the back with Musami


Since Cedryk was checking tracks and Musami was moving to look at the stone work they ended up at the front for this encounter. Sorry.

We will be using ditzie for combat mapping purposes.

The idea is pretty simple. At the start of an encounter I'll post a map which will have movable tokens atop it. You click the link and move your token to where you want to go. The next step is important, click ENTER and copy the new web address, paste the new web address in a link included in your post. The next person should always use the person before them's link. Make sure to use the copy of the map that the player before you posted.

Its also very important that you click the Preview button before you post, especially when you moved in combat. Clicking the Preview button before you post refreshes the feed without posting, so you can make sure your post is correct before you commit to it. Please preview every post before you submit it, editing if something's needs changed.

Unfortunately Ditzie doesn't always work well on touch devices. You can view the map but can't interact with it. In the case you may need to post from your phone or tablet, just describe your movement with your post and I or another player will move your token as soon as possible.


CG Human Barbarian 1 | Status:
Stats:
AC 16(14) T 11(9), FF 15(13) | CMB +4(+6) CMD 15 | Init +3 | Speed 30ft | F +5(+7) R +1 W +1(+3) | Perc +5 SM +1
Damage: 0 | HP 16(18)| Rage 7/7

Still here. Sorry to have skipped my turn, it's been a busy Friday so far. I'll be ready to kill frogs next round.


No problem, this should be an easy encounter so I wanted to keep it moving. More dangerous or important battles will allow more time.


Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17

I swear I should invest in true strike. Also, it wouldn't save anything I did in Ditzi. Thank you GM for moving me appropriately.


Did the web address change when you pressed enter?

The way it should work is you follow the link to the webpage. Move your icon as desired, then press enter. The web address should change. Copy that new address and paste into your post. I know it had trouble with some phone and tablet browsers though; I believe the updated ditzie is behind schedule.

I will gladly update anyone's moves if requested; I've just gotten used to the software and been too lazy to change to something new. May have to look around soon.


Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17

Oh no, I didn't realize that is what I had to do. That's on me. I'll try that the next time I move. I've never used Ditzie, so it's a bit of a change. I'm used to Roll20, so this will be something new, and I'm good with that.


Cedryk:

To better help you to utilize Hedgewyk and not cause any problems, here is how I see Hedgewyk, based upon his scores and abilities.

Strength: Hedgewyk has difficulty pushing an object of his own weight.
Dexterity: Hedgewyk has just above average human dexterity.
Constitution: Hedgewyk has just above average human healthiness and stamina.
Intelligence: Hedgewyk is dull-witted, slow, often misuses and mispronounces words.
Wisdom: Hedgewyk can sense when a person is upset.
Charisma: Hedgewyk is mildly interesting. He shares the same charisma as did the Ents in Lord of the Rings.

As to plants in general, per Paizo: "Regular plants, such as one finds growing in gardens and fields, lack Intelligence, Wisdom, and Charisma scores; even though plants are alive, they are objects, not creatures."

Speak with plants, whether it is Hedgewyk talking to those of his genus or yourself, are not really communicative or observant of much beyond their own selves. I tend to be lenient since it is fantasy, but they will most often be able to provide only rudimentary knowledge at best.

and a Question Please: What type of base plant is Hedgewyk exactly, since it is the only type of plant into which he can change shape? I would like to familiarize myself so that I do not mischaracterize him/her/it.


DM:

All sounds good. As to Hedgewyk's species, I think he would be made of Mistletoe, Holly, and Oak. His main structure is oak branches, covered with holly and mistletoe leaves (and oak, of course). So he would look like a small oak tree or holly bush when disguised as such. Hope that is OK


Just as an explanation, in the event you fail to beat a Perception check to detect a trapped device and you attempt to use the device or begin a Take 20 to unlock the device, you will trigger the trap associated with the device. I will not give the option to roll to beat the Disable DC and will not warn you ahead of time when a threat of danger for failure exists. Is this acceptable?


That's what the Trap Spotter class feature (next level) is for! This is why I was cautious about the chest. If the lockbox on the inside has a poison needle that kills me, SO BE IT.


Some GMs will deny the Take 20 for devices where a penalty for failure exists, which I think is a dead giveaway of a trap existing. While in personal games I don't allow the Take 20, PbP I try to meet a balance, and try to keep my own Perception skills maxed out, just in case.


If you want, you can always roll my Perception checks when I announce that I'm looking for traps. What I'd do when a player announces searching for traps is this...

  • You make a secret roll (under a spoiler tag) for the Perception check.
  • If it's not trapped, you give the player the result that is the same as any roll: "You don't find any traps."
  • If it IS trapped, you use the results of the roll.

    This way, you roll secretly, the player never knows if they are finding a trap or failing to find one, and taking 20 is out of the picture because of the possibility of consequences for failure. Essentially throws back to the 1e system: I announce that I'm searching for traps, you roll something in secret, then tell me "there are no traps" or "you find a trap" and when I get the former I never know if it's because I failed a roll.


  • We'll keep the normal Take 20 for now, I don't see it being a real issue for the most part, but I will watch the time involved. 1st edition wasn't too heavy on traps for the most part, at least for these modules, so I can adjust them as needed to determine overall Perception scores based on Pathfinder norms. I don't foresee any problems. We can revisit the decision at any time if the party is so inclined.


    If my descriptions become a problem or I am not clear, just let me know. I will highlight directions when I can to show elements for primary investigation, though everything is on the table depending on party whims. Best laid plans and all that...


    CG Human Barbarian 1 | Status:
    Stats:
    AC 16(14) T 11(9), FF 15(13) | CMB +4(+6) CMD 15 | Init +3 | Speed 30ft | F +5(+7) R +1 W +1(+3) | Perc +5 SM +1
    Damage: 0 | HP 16(18)| Rage 7/7

    Lol, we just stepped on each other. Solve as you see fit.


    We'll go ahead with my roll and post, Cedryk usually posts later on.


    GM Rolls:

    A: 1d20 ⇒ 1
    B: 1d20 ⇒ 3
    C: 1d20 ⇒ 13
    D: 1d20 ⇒ 18
    E: 1d20 ⇒ 12


    Hey guys, got a rules question that popped up in a home game. Player wants to use Admonishing Ray against a ghost. Her argument is that while ghosts are immune to nonlethal damage by undead trait the force effect overrides this, doing lethal damage instead due to the "vulnerability" incorporeal creatures have to force effects. Opinions, thoughts?


    The fact that it's a force effect lets it hit and do full damage, of a type which then has no effect. It's like if you have an invisible dragon that's immune to fire and you cast see invisibility followed by scorching ray. You can now hit the dragon, and do 0 damage.


    That was my thinking as well, though I do kind of admire the player's gumption. I wonder though, how would a caster change a spell's damage from non-lethal to lethal. Usually they work to change energy types, which wouldn't be possible here, or from lethal to non-lethal. Hmm.


    I believe that technically what you want in that case is to use a transdimensional scorching ray (metamagic feat). Or, let the player research her own ray of force spell. I would argue that admonishing ray does nonlethal because it is force damage; contrast with scorching ray with the same attack roll and damage output, but lethal fire. But it seems like something that a PF developer didn't think through fully. The argument would be that force effects are more versatile because you can hit incorporeal things, but incorporeal things are almost always undead (ghost, spectre, wraith, shadow) and therefore immune to nonlethal damage. The other major advantage to force damage is that you don't generally see creatures with force resistance the way that you see fire resistance, so at least there's that.

    The go-to for doing force damage as bread-and-butter is magic missile. If it's a high-level character, she should try intensified magic missile, or she should do spell research to make her own spells.

    If you're looking for something to give the player because of thinking outside the box, note that admonishing ray specifies the relative amount of force with which it strikes. Technically an incorporeal creature is massless, so she might cause a significant amount of knockback - possibly even shoving it through a wall into another room.


    She's a cleric, so magic missile is not an option. It is a horror campaign so ghosts, spectres, and haunts are a big threat. We've discussed using Toppling to "disrupt" ghosts, to cause them lose cohesion for a round and have to reform themselves. Ectoplasmic works for some of her other spells, but the non-lethal damage still does nothing. She is looking for something opposite of the Merciful feat. I may let her develop a divine ray that will affect incorporeals, but not corporeal beings, leaving the spell stats basically the same.


    As a cleric, the go-to force effect is spiritual weapon. For straight-up blasting undead, she should consider spear of purity as well. Since the spell is described as "golden light" an argument could be made that it is not a "corporeal source" and thus not subject to the half damage reduction that most energy attacks suffer against incorporeal targets.

    Channeling also does full damage to incorporeal undead.

    Putting reach spell onto cure wounds would allow her to fire positive energy rays that damage undead. These would also be considered not a corporeal source and thus inflict full damage. The traits Metamagic Master or Magical Lineage could get rid of the +1 level modifier from the metamagic feat, allowing her to use her normal cure spells at range (which is also handy for healing the party if someone gets injured outside of touch range and you can't risk channeling for some reason).

    Creating her own special sauce is, of course, always the happiest solution. :)


    She uses Spiritual Weapon now, but was wanting something with a more immediate bang for the buck. SW takes time to build up the damage, when it hits. Spear of Purity also takes levels to build up the damage potential, with saves allowing for half damage. Honestly I think she's just a bit jealous of the mage in the group, feels a priest should be as effective as him, at least vs. the undead and such.


    Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17

    Thank you for getting Fil to his feet. That was a LOT more damage than expected. I really thought the color spray had a chance.


    It would have been against the minor brigands, A through E; they were the mooks, but you unfortunately targeted the two half-orcs, who were beefed a bit. The module called for the group to escape if you started banging at the door. I honestly didn't expect Braggi to bust it wide open on the first go. I guess 1st ed. doors are tougher than Pathfinder brand doors and barricades...


    GM Rolls
    1d20 + 6 ⇒ (20) + 6 = 26
    1d20 + 6 ⇒ (2) + 6 = 8
    1d20 + 6 ⇒ (14) + 6 = 20
    1d20 + 1 ⇒ (9) + 1 = 10


    How much damage can a doppleganger do in 24 hours?


    Well, it was nice knowing you all. See you around the boards.


    That's the thing about a fantasy setting, Detecting Lies or Truth is but a clerical inquisition away.


    Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17

    A doppleganger in 1e was a lot less dangerous I'm sure.


    Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

    Musami level up info.

    Favored Class Bonus - +1HP
    HP gained - +6hp (assuming we are taking 1/2 HD. If we are rolling let me know and I'll roll)
    Ability gained - Bravery +1 (+1 to will saves against fear
    Bonus Feat - Leaning toward Quick Draw, but considering 1 or 2 other options.
    Saves - +1 to Fort


    Investigator (Steel Hound) 2

    +7 hit points
    +1 BAB
    +1 Ref and Will saves

    Class features: Poison resistance +2, packing heat
    Bonus feats: Amateur gunslinger, gunsmithing
    Chosen deed: Quick clear

    Skills: +1 each of: Craft (alchemy), Disable Device, Knowledge (dungeoneering), Knowledge (history), Linguistics, Perception, Sense Motive, Spellcraft, Stealth, Swim

    Language learned: Goblin

    Alchemical formula learned: shield

    Battered pistol gained

    Grit pool added
    Inspiration pool increased to 4

    NOTE: Due to a quirk of the steel hound archetype, I gain a battered firearm, but I'm not proficient with it. Eventually when we've earned enough money I'll construct one with which I am proficient.


    Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

    Ok, settled on my feat.

    BAB - +1
    Favored Class Bonus - +1HP
    HP gained - +8hp (assuming we are taking 1/2 HD. If we are rolling let me know and I'll roll)
    Ability gained - Bravery +1 (+1 to will saves against fear)
    Bonus Feat - Quick Draw
    Saves - +1 to Fort

    Skill Ranks going into Craft (Blacksmith) and Preception


    M Human (Flan) Warpriest of Fharlanghn 4; Perception +4, Init +4, AC 18 (T 13, FF 16), HP 11/19, Fort +6, Ref +2, Will +5; Unarmed Strike +6/+4 (1d6+4); Spells:1st 1/3

    +1 Level Warpriest

    +1 rank diplomacy, heal, perception
    Additional 0 level spell: stabilize
    Additional 1st level spell: divine favor

    His 2nd level stats are posted in his profile.


    Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17

    I PM'd my stats but 7 skill points and adding both Expeditious Retreat and Feather Fall to Fil's stats will help. Other stats are in his profile. I have a few plans.

    I hope it was alright that I put Fil's thoughts out there in the game thread. I didn't have a lot to add there openly, but I wanted to set a tone for how he was behaving.


    Filnefillan "Fil" Lotusbow wrote:

    I PM'd my stats but 7 skill points and adding both Expeditious Retreat and Feather Fall to Fil's stats will help. Other stats are in his profile. I have a few plans.

    I hope it was alright that I put Fil's thoughts out there in the game thread. I didn't have a lot to add there openly, but I wanted to set a tone for how he was behaving.

    That's fine. The townsfolk will try to react to what they perceive as much as to what they hear or are told.


    Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17
    GM Darkblade wrote:
    Filnefillan "Fil" Lotusbow wrote:

    I PM'd my stats but 7 skill points and adding both Expeditious Retreat and Feather Fall to Fil's stats will help. Other stats are in his profile. I have a few plans.

    I hope it was alright that I put Fil's thoughts out there in the game thread. I didn't have a lot to add there openly, but I wanted to set a tone for how he was behaving.

    That's fine. The townsfolk will try to react to what they perceive as much as to what they hear or are told.

    That makes sense.


    GM Rolls:

    1d20 ⇒ 16
    1d20 ⇒ 18
    1d20 ⇒ 3


    CG Human Barbarian 1 | Status:
    Stats:
    AC 16(14) T 11(9), FF 15(13) | CMB +4(+6) CMD 15 | Init +3 | Speed 30ft | F +5(+7) R +1 W +1(+3) | Perc +5 SM +1
    Damage: 0 | HP 16(18)| Rage 7/7

    Braggi's level up: Barbarian 2

    BAB: +1
    Favored Class Bonus: +1 HP
    HP: 12/2=6 +2 Con +1 FCB = 9
    Class Features: Rage Power (Reckless Abandon), Uncanny Dodge.
    Saves: +1 to Fort
    Skills: +1 Perception, +1 Stealth, +1 Survival, +1 Intimidate, +1 Ride.


    Male High Elf Wizard 4 HP: 23 AC: 13. Mage Armor 17
    GM Darkblade wrote:
    71 copper commons, 46 silver nobles, 14 gold orbs, a small latched ivory box slightly larger than a typical spellbook (unevaluated), a bardiche, a dagger, a worn sap, a suit of masterwork studded leather, a steel buckler, a small citrine (unevaluated), and two small potion vials, one marked with a healing rune, the other marked with an air rune.

    I have a suggestion regarding the funds:

    Each of us takes 10 copper commons, 7 Silver Nobles, and 2 Gold Orbs.

    The remaining 11 copper commons, 4 silver Nobles, and 2 gold orbs go into a party fund, allowing us to purchase group items as we save (perhaps a wand of cure light wounds once we get to that point?).

    Once we investigate the other items properly we could certainly sell them, dividing the funds evenly with any rounding going to the party fund. Does this sound like a good idea?


    The town has a moneylender/gem merchant who can value the box and gemstone, should you wish to seek him out after the meeting at the tower.

    GM Rolls:

    3d10 ⇒ (2, 6, 5) = 13
    3d10 ⇒ (8, 7, 6) = 21
    3d10 ⇒ (8, 4, 5) = 17


    GM Rolls
    1d100 ⇒ 2
    1d20 ⇒ 16
    1d100 ⇒ 15
    1d20 ⇒ 6


    Here is the list, please mark who as taken what, so that we do not have people duplicating. Copy edit paste should suffice.

    18 days’ worth of trail rations - 3 days worth for each of you
    Medium tent -
    Medium tent -
    6 full waterskins - 1 for each of you
    Coil of 50 feet hemp rope -
    Coil of 50 feet hemp rope -
    Ornate compass -
    Small tinderbox -
    6 tindertwigs -
    5 torches -
    Everburning Torch -
    Grappling hook -
    Healer's kit -
    3 empty sacks -
    flask of Acid -
    flask of Acid -
    flask of Alchemist's Fire -
    flask of Alchemist's Fire -
    flask of Alchemist's Fire -
    Antitoxin -
    Antiplague -
    arcane Scroll of Scorching Ray - Fil
    arcane Scroll of Web - Fil
    divine Scroll of Cure Moderate Wounds -
    divine Scroll of Lesser Restoration -
    double-ended masterwork quarterstaff -
    masterwork broadsword -
    masterwork rapier -
    masterwork warhammer -
    masterwork chain shirt -
    masterwork chain shirt -
    masterwork chainmail -
    masterwork leather -
    Oil of Magic Weapon -
    Oil of Magic Weapon -
    Potion of Bull's Strength -
    Potion of Bull's Strength -
    Potion of Cure Light Wounds -
    Potion of Cure Light Wounds -
    Potion of Cure Light Wounds -
    Potion of Invisibility -
    Wand of Cure Light Wounds (38 charges) -
    Wand of Mage Armor (13 charges) - Fil
    Wand of Magic Missile (21 charges) - Fil
    Wand of Magic Weapon (17 charges) -


    Musami Forgeborn Male Dwarf Fighter (Foehammer) (5) HP 54/54 | AC:24 | T:12 | FF:23 CMB: +9 (+2 Sunder, Trip, Bullrush, Overrun)| CMD:21 (25 Vs Bullrush & Trip) | Fort:+7 | Ref:+2 | Will:+2 (+2 vs. poison, spells, and spell-like abilities, +1 vs fear) | Init:+1 | Perc: +3 | Speed 20') | Speed 20ft | Active Condition: -24NL Damage, Shaken

    18 days’ worth of trail rations - 3 days worth for each of you
    Medium tent -
    Medium tent -
    6 full waterskins - 1 for each of you
    Coil of 50 feet hemp rope -
    Coil of 50 feet hemp rope -
    Ornate compass -
    Small tinderbox -
    6 tindertwigs -
    5 torches -
    Everburning Torch -
    Grappling hook -
    Healer's kit -
    3 empty sacks -
    flask of Acid -
    flask of Acid -
    flask of Alchemist's Fire -
    flask of Alchemist's Fire -
    flask of Alchemist's Fire -
    Antitoxin -
    Antiplague -
    arcane Scroll of Scorching Ray - Fil
    arcane Scroll of Web - Fil
    divine Scroll of Cure Moderate Wounds -
    divine Scroll of Lesser Restoration -
    double-ended masterwork quarterstaff -
    masterwork broadsword -
    masterwork rapier -
    masterwork warhammer -
    masterwork chain shirt -
    masterwork chain shirt -
    masterwork chainmail - Musami
    masterwork leather -
    Oil of Magic Weapon -
    Oil of Magic Weapon -
    Potion of Bull's Strength -
    Potion of Bull's Strength -
    Potion of Cure Light Wounds -
    Potion of Cure Light Wounds -
    Potion of Cure Light Wounds -
    Potion of Invisibility -
    Wand of Cure Light Wounds (38 charges) -
    Wand of Mage Armor (13 charges) - Fil
    Wand of Magic Missile (21 charges) - Fil
    Wand of Magic Weapon (17 charges) -


    I'll take a masterwork rapier, masterwork chain shirt, the 6 tindertwigs, the antiplague, and the antitoxin.

    Note that I don't think that PF has stats for broadswords.


    M Human (Flan) Warpriest of Fharlanghn 4; Perception +4, Init +4, AC 18 (T 13, FF 16), HP 11/19, Fort +6, Ref +2, Will +5; Unarmed Strike +6/+4 (1d6+4); Spells:1st 1/3

    18 days’ worth of trail rations - 3 days worth for each of you
    Medium tent -
    Medium tent -
    6 full waterskins - 1 for each of you
    Coil of 50 feet hemp rope -
    Coil of 50 feet hemp rope -
    Ornate compass -
    Small tinderbox -
    6 tindertwigs - Jocasta
    5 torches -
    Everburning Torch -
    Grappling hook - Toruk
    Healer's kit - Toruk
    3 empty sacks -
    flask of Acid -
    flask of Acid -
    flask of Alchemist's Fire -
    flask of Alchemist's Fire -
    flask of Alchemist's Fire -
    Antitoxin - Jocasta
    Antiplague - Jocasta
    arcane Scroll of Scorching Ray - Fil
    arcane Scroll of Web - Fil
    divine Scroll of Cure Moderate Wounds - Cedryk (cleric CL 3rd)
    divine Scroll of Lesser Restoration -
    double-ended masterwork quarterstaff - Cedryk
    masterwork cutlass -
    masterwork rapier - Jocasta
    masterwork warhammer -
    masterwork chain shirt - Jocasta
    masterwork chain shirt -
    masterwork chainmail - Musami
    masterwork leather - Cedryk
    Oil of Magic Weapon - Braggi
    Oil of Magic Weapon -
    Potion of Bull's Strength - Braggi
    Potion of Bull's Strength -
    Potion of Cure Light Wounds - Braggi
    Potion of Cure Light Wounds -
    Potion of Cure Light Wounds -
    Potion of Invisibility -
    Wand of Cure Light Wounds (38 charges) - Toruk
    Wand of Mage Armor (13 charges) - Fil
    Wand of Magic Missile (21 charges) - Fil
    Wand of Magic Weapon (17 charges) - Toruk


    Sorry about that, copied from a 1st edition listing. Broadsword should be a cutlass. Corrected below.

    18 days’ worth of trail rations - 3 days worth for each of you
    Medium tent -
    Medium tent -
    6 full waterskins - 1 for each of you
    Coil of 50 feet hemp rope -
    Coil of 50 feet hemp rope -
    Ornate compass -
    Small tinderbox -
    6 tindertwigs - Jocasta
    5 torches -
    Everburning Torch -
    Grappling hook - Toruk
    Healer's kit - Toruk
    3 empty sacks -
    flask of Acid -
    flask of Acid -
    flask of Alchemist's Fire -
    flask of Alchemist's Fire -
    flask of Alchemist's Fire -
    Antitoxin - Jocasta
    Antiplague - Jocasta
    arcane Scroll of Scorching Ray - Fil
    arcane Scroll of Web - Fil
    divine Scroll of Cure Moderate Wounds - Cedryk (cleric CL 3rd)
    divine Scroll of Lesser Restoration -
    double-ended masterwork quarterstaff - Cedryk
    masterwork cutlass -
    masterwork rapier - Jocasta
    masterwork warhammer -
    masterwork chain shirt - Jocasta
    masterwork chain shirt -
    masterwork chainmail - Musami
    masterwork leather - Cedryk
    Oil of Magic Weapon - Braggi
    Oil of Magic Weapon -
    Potion of Bull's Strength - Braggi
    Potion of Bull's Strength -
    Potion of Cure Light Wounds - Braggi
    Potion of Cure Light Wounds -
    Potion of Cure Light Wounds -
    Potion of Invisibility -
    Wand of Cure Light Wounds (38 charges) - Toruk
    Wand of Mage Armor (13 charges) - Fil
    Wand of Magic Missile (21 charges) - Fil
    Wand of Magic Weapon (17 charges) - Toruk

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