DM RichD's Serpent's Skull

Game Master Briccone

Serpent's Skull Book 2: Racing To Ruin
Part 1: A Gathering of Scavengers

The PC's return to civilization, but now they must organize an expedition!


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NARRATOR Skirgaard GS Map / SS MAP/

Round 3

Shalissa feels that Zakiyya is some sort of demon!

Neltji casts spectral hand.

Masozi will use her blowgun against Neltji!

Attack: 1d20 + 4 ⇒ (15) + 4 = 19
Damage: 1d2 ⇒ 1

@Neltji: Fort Save DC14 If fail -1 Con and unconscious: 1d3 ⇒ 1 Hours.

Also need a will save from Nelji for Zakiyya's charm above.

Up: Next:
Cevill & Nothus


NARRATOR Skirgaard GS Map / SS MAP/

Round 3

Zakiyya casts Charm Monster at Shalissa! DC22

Up: Next: Cevill, Nothus, Ndombe & Shalissa


Male Human bard 6 HP 53/53 | AC 17 F 33 T 14 |F +4, R +7, W +6 | CMB +4 CMD 18 | Init +3 | Perc +1 | Know (A,L,N,P,R)+11| Diplo +13

Attack Point Blank Inspire: 1d20 + 7 + 1 + 2 - 2 ⇒ (2) + 7 + 1 + 2 - 2 = 10
Damage Arcane Strike: 1d6 + 2 + 2 + 2 ⇒ (5) + 2 + 2 + 2 = 11

Attack Point Blank Inspire: 1d20 + 7 + 1 + 2 - 2 ⇒ (1) + 7 + 1 + 2 - 2 = 9
Damage Arcane Strike: 1d6 + 2 + 2 + 2 ⇒ (4) + 2 + 2 + 2 = 10

I can cast saving finally if anyone needs a reroll.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Will+on combat DC 22: 1d20 + 6 + 4 ⇒ (8) + 6 + 4 = 18
"A demon!" Shalissa's words are taken by the magics "This all must be a misunderstanding. She cannot be willing to kill us... she is just so... friendly"

She talks up "Let's talk!"


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)
Ndombe wrote:

Ndombe will continue attacking Zakiyya...

Trident Hit: 1d20 + 5 ⇒ (19) + 5 = 24 Melee
Trident Damage: 1d8 + 2 ⇒ (3) + 2 = 5


Vitals:
(HP: 55/55 AC: 17/12/15; Percep: +12; Init: +2; Fort +6, Ref: +4, Will: +6 (+2 v. enchantment); CMD: 19; CMB +7; Speed: 30)
Male Half-Elven (Chelish) Druid (Nature Fang) 5
Blackleaf's Vitals:
(HP: 50/50 AC: 22/19/14; Percep: +6 (low-light,scent); Init: +8; Fort +6, Ref: +12, Will: +2); CMD: 22 (26 v trip); CMB +10; Speed: 50)

Sorry, just trying to track back - it was a minor confusion, so Nothus is back to normal since the dominate was dispelled, right?


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

failed the charm save earlier...rolled a 4 or 5.

fort save 1d20 + 4 ⇒ (3) + 4 = 7 and my rolls continue to be in single digits.

Any need a reroll for saving finale or can I use it?


NARRATOR Skirgaard GS Map / SS MAP/

Round 3

Cevill misses in his attack. Shalissa decides that even as a demon, Zakiyya doesn't seem too bad.

@Nothus: Yes, that is correct.

@Neltji: Yes, you can use it if you want.

Up Next: Nothus


Vitals:
(HP: 55/55 AC: 17/12/15; Percep: +12; Init: +2; Fort +6, Ref: +4, Will: +6 (+2 v. enchantment); CMD: 19; CMB +7; Speed: 30)
Male Half-Elven (Chelish) Druid (Nature Fang) 5
Blackleaf's Vitals:
(HP: 50/50 AC: 22/19/14; Percep: +6 (low-light,scent); Init: +8; Fort +6, Ref: +12, Will: +2); CMD: 22 (26 v trip); CMB +10; Speed: 50)

Garrick takes a brief moment to study the wyrd woman before him as Blackleaf attacks, watching how she moves before quickly enchanting his staff.

Move->Studied Combat; Standard-> Cast Sheillelagh

Blackleaf Bite (Flanking): 1d20 + 12 + 2 ⇒ (2) + 12 + 2 = 16 For:: 1d4 + 2 ⇒ (4) + 2 = 6
Plus Trip?: 1d20 + 14 ⇒ (8) + 14 = 22

Blackleaf Claw (Flanking): 1d20 + 12 + 2 ⇒ (4) + 12 + 2 = 18 For:: 1d3 + 2 ⇒ (3) + 2 = 5
Blackleaf Claw (Flanking): 1d20 + 12 + 2 ⇒ (17) + 12 + 2 = 31 For:: 1d3 + 2 ⇒ (3) + 2 = 5


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

Reroll fort save 1d20 + 4 ⇒ (5) + 4 = 9 any bonuses from the spell? Not that it is going to help these rolls.


Male Human bard 6 HP 53/53 | AC 17 F 33 T 14 |F +4, R +7, W +6 | CMB +4 CMD 18 | Init +3 | Perc +1 | Know (A,L,N,P,R)+11| Diplo +13

No just the reroll sorry.


NARRATOR Skirgaard GS Map / SS MAP/

Sorry! Crazy time at work!

Blackleak bites the demon, but does not break the skin!

Round 3
Neltji/Anthony 24 (41/41)(0?/0?)
Masozi 22 (72/84)WOUNDED
Cevill 21 (45/45)
Nothus 21 (46/55)WOUNDED
Zakiyya 19 (83/84)WOUNDED
Alala 18 (84/84)
Ndombe 14 (50/50)
Shalissa 8 (35/35)
Osumare 4 (84/84)

Up Next: Neltji


NARRATOR Skirgaard GS Map / SS MAP/

Round 4

Masozi will delay.

Up Next: Neltji, Cevill, & Nothus


NARRATOR Skirgaard GS Map / SS MAP/

Up Next: Neltji, Cevill, & Nothus


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

Neltji continues to sleep as she has not been woken up by anyone yet.


Male Human bard 6 HP 53/53 | AC 17 F 33 T 14 |F +4, R +7, W +6 | CMB +4 CMD 18 | Init +3 | Perc +1 | Know (A,L,N,P,R)+11| Diplo +13

Cevill will move over and wake the sleeping witch.


NARRATOR Skirgaard GS Map / SS MAP/

Zakiyya feels victory in her grasp. Soon you will all be within my thrall! She says with a wicked laugh. The three Zenj Spirit Dancers look at each other, and although no words are exchanged, they know what needs to be done. This evil creature will not dominate any others. With screams as they fight the succubus's control they charge the surprised demon. What? is all she manages to say as she reels from the unexpected, savage attack. Those of you who are charmed by the spirit dancers join in the attack, Those charmed by Zakiyya are stunned as 'your ally' succumbs to her now many wounds.

Bloodied and bruised and finally free, the Spirit dancers look at each of you ashamed. We are sorry for what was done to you, and we could not let it stand anymore. That freed us from her mental control. We would like to heal you of your wounds if you would let us.

Out of Round Mode.


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

"Well, that was unexpected!"


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

"Unexpected, yes," Shalissa says, answering Ndombe with a glance "but not unearned"

She steps forward, looking at the three women with a hard, assessing expression "You were victims, yes. But so were many others, I suspect, those not as lucky as you to break free" she pauses for a bit, then finally exhales "You made your choice in the end. You fought back. That matters"

The elf sheathes her blade with a clean motion and nods "I'll accept your healing, if only to move forward without dragging this pain behind me"

And looking at the others she says "We have an ancient city to find. We need to be right back at the road as soon as possible"


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

Neltji wakes up eventually staring around at the room in confusion. What happened? Last I remember was feeling a sharp little pain in my arm and then everything went black. When told of the mind control on the 3 women Neltji moves over and gives them all a large hug. Oh my poor things. I can only imagine the horrors you must have seen under her horrible control.The least I can do on repayment is heal some of your wounds as you tend to my companions.

Healing hex on them.

Looking at her companions, [b]We must harden our mental resistances. We are too weak to resist most of our foes attempts at exerting control over us and others. I will commune with Anthony and see what I can do to remedy this situation.

Done have the spells currently available to aid in will saves but at this rate spell penetration and iron will are at the top of my list for next feats.


NARRATOR Skirgaard GS Map / SS MAP/

The Spirit Dancers heal your wounds and apologize effusively. They again offer to awaken your spirit animals. No harm we promise, though the tattooing is painful.


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

"I will pass."


Male Human bard 6 HP 53/53 | AC 17 F 33 T 14 |F +4, R +7, W +6 | CMB +4 CMD 18 | Init +3 | Perc +1 | Know (A,L,N,P,R)+11| Diplo +13

"Heal me first if that goes well maybe my friends will be more open."

Cevill does not need the healing but is willing to be a guinea pig if need be.


NARRATOR Skirgaard GS Map / SS MAP/

The dancers heal Cevill, and he is in fact healed. There is no funny business.

In response to Neltji's question the dancers explain that they will begin dancing to summon forth the spirits of your totem animals. Once the spirit animal has been brought forth, they will tattoo the animal on to you with long, slender quills dipped in a localized numbing toxin. The process is painful, even with the anesthetic, and the entire ritual takes several hours. They then tell you that your spirit animal will aid you in your trials!

Game Mechanics for Totem Animals:
Once an individual’s totem spirit is awakened, that animal becomes her totem for life. A PC’s totem animal should be the same animal spirit she took the form of in Nkechi’s dream trance. Each animal has three skills associated with it. Once per adventure for the duration of the Serpent’s Skull Adventure Path, the PC can channel the power of her totem spirit as a move action and gain a +5 sacred bonus on any associated skill check, or use wild empathy to communicate with creatures of the animal species related to her totem spirit.

In addition, if the majority of the PCs choose to awaken their totems, the guidance of their animal spirits reduces their travel time to Tazion by 1 day.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

"Well, then, I will get the chance to have a call on my spirit" Shalissa offers herself to the ritual, she has already been a tortoise in Nkechi's dream trance.


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

Since patron is animal themed for the witch this is a no brainer.

Neltji almost squeals with delight as they offer to bind her to her totem animal. This is perfect. I already feel such a kinship with animal life this will just be an extension of that. Then not only would I be able to commune with Anthony but will also have my totem animal to keep me company. When can we start!?


NARRATOR Skirgaard GS Map / SS MAP/

The spirit dancers begin to dance and chant and then once your spirit animal is revealed, they begin the tattooing process.

The process is painful and seems to take an eternity but finally ends.

Shalissa has a nice, little tortoise tattoo.

Shalissa Associated Skills:
Intimidate, Stealth, Swim

Neltji is getting her own scorpion tattoo and the process is no less painful.

Neltji Associated Skills:
Climb, Stealth, Survival

Who's next?


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

Neltji bears the pain with quite a few tears shed yet when they are done she bares her shoulder to inspect the work and show it off to Anthony. They did a great likeness of you. Now I can have you on each shoulder guiding me as we continue on our journey.

Turning to the women she wipes the tears from her eyes. Thank you so much. Now I will never be separated from Anthony.

Reinstalling herolab so I can level up but taking another level of witch.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

"I will carry this mark with purpose. And if the tortoise guides me as wisely as it endured, then perhaps I shall walk more carefully through the traps that await us." Solrisa looks to the rest of the party now, her tone sharpening "Let's not waste this. The jungle doesn't sleep, and neither will the things hunting in it. Who's next?"


NARRATOR Skirgaard GS Map / SS MAP/

Anyone else partaking of the ritual or are we set to move on?


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

None for me thanks!


Male Human bard 6 HP 53/53 | AC 17 F 33 T 14 |F +4, R +7, W +6 | CMB +4 CMD 18 | Init +3 | Perc +1 | Know (A,L,N,P,R)+11| Diplo +13

Cevill will also pass. "Thank you, but I'm not sure sure how that magic will mix with my battle songs."


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NARRATOR Skirgaard GS Map / SS MAP/

Seeing no other takers, you leave the Spirit Dancers and continue on your journey. After a few days you arrive at Tazion. No other fractions have arrived yet. You are in the vanguard.

The ruins of Tazion stand as a remnant of a forgotten age, an outpost of ancient Azlant lost in the southern Mwangi Jungle. Little remains within its walls, with most of the settlement having crumbled or been buried centuries before. The majority of Tazion’s structures remain unidentifiable. Centuries of weathering and erosion have transformed the once-splendid architecture into little more than scattered stones, curious topography, and fetid tar pits. Few suspect that the ruins possess the key to finding the lost city of Saventh-Yhi, and its secrets are ripe for the taking.


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

"Well, that took way longer than we expected, but we are here!"


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

"Tazion at last" Shalissa overlooks the ruins from atop a stone "It is said the secrets of finding Saventh-Yhi are to be found here"

She steps down to the ground and points forward "Well, then, let's see if it is true. Into the ruins I say"

Resolved, the elf takes the lead and starts walking inside the ruins.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21 +1 vs traps


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

Neltji follows along with her eyes wide open taking it all in. Such a place existed only in fairy tales before and even then if you happened to be listening to the right bard as she was selling her seafood. That life seemed so long ago, but now she was here and she wanted to make sure she didn’t miss anything that was going to happen. Where do you think we should start searching? What are we even looking for exactly to direct us to our final destination?

Neltji refrained from stating they were looking for Saventh-Yi as she remembers the problems up to this point every time someone knew the reason they were there.

Perception 1d20 + 2 ⇒ (5) + 2 = 7


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

"Let's just try to find a side opening. In ruins it is easy to find areas that have broken with the time. If no one is found, then we try the main entrance I say" Shalissa proposes as an initial approach.


NARRATOR Skirgaard GS Map / SS MAP/

Walking around you see The crumbling remnants of a massive enclosure wall mark the perimeter of the ruins. In its current condition, the wall provides little defense. Entire sections have eroded away or lie buried beneath sediment, while vines and vegetation strangle what little exposed stonework remains. You can scramble over those sections of the wall still standing with DC 5 Climb checks, but there are several large holes S1 in the walls that can simply be walked through

Tazion

Tazion


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Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

"Well, we’ve survived the trials that awaited us, but now our true challenge begins," Ndombe said, his voice steady but filled with anticipation. "Tazion may hold the secrets we seek, but its ruins are as treacherous as any jungle path. We must be cautious and deliberate in our search."

He looked to his companions, Umngane by his side, ready for the journey ahead. "Let us move forward with purpose—time is still against us, and the ruins will not wait for us to catch our breath." He then gestured toward the broken walls of Tazion, the ancient stonework now covered in vines and sediment. "We shall start with the side openings. Let us not waste time with the main entrance unless there is no other choice."

"Keep your wits about you. We have already faced manipulation and chaos—there’s no telling what we’ll encounter within."


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

Very well, I will follow your leads once I protect myself a bit from anything within that may attack us.

Gathering Anthony to her Neltji will cast mage armor on herself.

This protection will last for 6 hours and then I can refresh it. Should one of you need magical protection I can grant them the same protection but then I am easier prey later.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

Shalissa halts near the edge of a gaping break in the wall, eyes narrowed at the overgrown ruins "I agree with Ndombe. This is the real game. If anyone is not sure, better tell now"

Turning, she steps into the shadow of the ruin's side opening, her hand resting lightly on her bow "It's going to get darker soon. And I'm not interested in seeing what Tazion wakes up when the sun is gone. Let's find out a structure where we can pass the night"

I propose to enter through the western gap and investigate T first


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NARRATOR Skirgaard GS Map / SS MAP/

DM Roll: 1d20 + 9 ⇒ (20) + 9 = 29

Shalissa is about to go through the opening when she sees some vines that look a little out of place. she gently, and carefully moves them away when she sees a barbed net. From the looks of it, the net covers the whole area in front of the opening. She thinks that stepping somewhere would cause the net to entrap its victim.


HP 35 AC 20 TAC 14 FF 16 | CMD 17 (+2 vs trip) | Fort +6 Ref +9 Will +6 | Init +3 | Low-light +8 (+1 vs traps)
Skills:
Acrobatics+7,Bluff+13,Climb+4,Diplomacy+8,DisableDevice+14,Knowledges+9,Lin guistics+9,Spellcraft+11,Survival+4/+5,Swim+3
Mysterious Mordant Spire elven female 5 | Character Sheet | Party Treasure | -

"Looks like a net trap ahead" Shalissa halts just at time and points at the mechanism "Any of you know how to deal with that kind of stuff? Otherwise, we can try to spring it artificially with a large rock or something"


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

"No, I am afraid that is not within my knowledge"


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

I have no means by which to bypass the netting. Nor do I have the magics available to me to summon a creature to take our place. I doubt that I am strong enough to throw in a rock large enough to affect it. If you can throw one that may work well otherwise we will need to find a way to climb over the wall proper and avoid the gaps.

She does have Anthony climb the wall 10ft further down from the gap to get a look at the top of the wall and the area behind it.


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

Know engineering if needed for strength of wall to hold if we climb it 1d20 + 6 ⇒ (19) + 6 = 25


NARRATOR Skirgaard GS Map / SS MAP/

@Neltji: The PCs can scramble over those sections of the wall still standing with DC 5 Climb checks.


Female Human Witch 6 HP: 49/49 hp AC: 12(16)/12/10(14) Saves: 5/4/5 perc: +0 Init +6. hex save DC 18 misfortune 20

Neltji studies the wall closely to find some decent hand and footholds. This should work here to climb up and bypass the netting. The wall looks strong enough as well to hold us if we climb one at a time.

Take 10 to climb up and over.


Male Human bard 6 HP 53/53 | AC 17 F 33 T 14 |F +4, R +7, W +6 | CMB +4 CMD 18 | Init +3 | Perc +1 | Know (A,L,N,P,R)+11| Diplo +13

Cevill will also climb over following Neltji. Once over, he will ready his bow in case there is an ambush waiting.


Male Mwangi Umngane HP (50/50) AC 23 Cleric 5 (AC: 20[T: 13 FF: 17] | HP: 50/50(0NL) | F+6, R+4, W+8 | Init: +2 |Perc: +3)

Taking 10 will also get Ndombe over!

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