Dain's King Maker Chronicles - Combat Thread

Game Master dain120475

This thread is dedicated to the players involved in Dain's King Maker Chronicles.


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F Elf Spellbinder Conjuration (teleport) Wiz 1
Dain GM wrote:
Shaezon Silverfall wrote:
I'm hanging out with drake and the goblin looking for enemies.

You are aware of what White has done with the bow. You know the rough coordinates of we're they're comming - but they're moving all over the place - so it's hard to pinpoint them.

What's your move at this time?

Find some high ground (like on top of a building) and ready my bow. Mister is lurking somewhere nearby


Wow I am totally an idiot. I just reread the summoning eidolon rules to see if there was an issue with interruption, there isn't btw but I dont think it makes sense that you can interrupt it without penalty so I am going to play that if it is interrupted I have to start over. But the real thing is that the summoning ritual doesn't take 10 minutes, it takes 1 minute. So I am going to assume that it took me a minute or two to get up onto the roof and Caliphana will show up now. Sorry about the mix up.

Reaching the end of the ritual Arasmes speaks Caliphana's name as the mist and ethereal energies coalesce into her fully formed body. Arasmes places his hand upon her brow and says quietly some words in Kelish. Let us join the fray my friend. There are innocents in danger.

How far away is the roof of the bunkhouse where we are on the roof and the wall?


Acrobatics check for Arasmes to jump 5' gap. (DC 5) 1d20 ⇒ 20

Acrobatics check for Caliphana to jump 5' gap. (DC 5) 1d20 + 5 ⇒ (10) + 5 = 15

Arasmes and Caliphana leap across from the roof to the parapet and dash around it seeking a way down and out.


Female Aasimar Druid 7 (Noble)

GM, what happened after Ariarh's heal check on the fallen Brevoyian soldier? You did not reply to my posting. Thanks.


Shaezon Silverfall wrote:
Dain GM wrote:
Shaezon Silverfall wrote:
I'm hanging out with drake and the goblin looking for enemies.

You are aware of what White has done with the bow. You know the rough coordinates of we're they're comming - but they're moving all over the place - so it's hard to pinpoint them.

What's your move at this time?

Find some high ground (like on top of a building) and ready my bow. Mister is lurking somewhere nearby

There are both trees and some buildings near you. You can climb either.

You can climb about 15 feet into the low trees before they get a bit "bendy" under your weight.

You can climb to the top of the roof's of the cottage - also fifteen feet. However, the roof is stable and allows you to stand on it (though at an angle) while the trees are a little more cramped and could impair casting that uses somantic gestures.

Both will require climb checks - the trees will be easier then the side of a building - but the building is more stable when you get up there.

You have time to climb either - or take 10 for a stealth check as they are ruhshing in hard but I will let this point be ret-conned a bit.

What's your move?


Arasmes ibn'Fayad wrote:

Wow I am totally an idiot. I just reread the summoning eidolon rules to see if there was an issue with interruption, there isn't btw but I dont think it makes sense that you can interrupt it without penalty so I am going to play that if it is interrupted I have to start over. But the real thing is that the summoning ritual doesn't take 10 minutes, it takes 1 minute. So I am going to assume that it took me a minute or two to get up onto the roof and Caliphana will show up now. Sorry about the mix up.

Reaching the end of the ritual Arasmes speaks Caliphana's name as the mist and ethereal energies coalesce into her fully formed body. Arasmes places his hand upon her brow and says quietly some words in Kelish. Let us join the fray my friend. There are innocents in danger.

How far away is the roof of the bunkhouse where we are on the roof and the wall?

The appearence of the creature materializing on the wall has caused a general panic below you. The people - seeing this appear by you; given what it looks like - are naturally very afraid and panicked.

However; to negate this panic you are allowed to make a "Diplomacy check" now - as a free action - to speak to the crowd - and get them to calm down. If they are not calmed, they may run and you could have more trampled people.

To make the check (again, this is a free action via Diplomacy and won't impact your next movement either way... Unless you roll... poorly :)

The current "mood" of the crowd is currently "Hostile". This is not really because of you, but the situation. Your objective to prevent a general stampede is to move them to "Indifferent".

How well you succeed at this can actually have positive benifts on what the crowd does - I should also add that "25" is a really high number, given the situation (even with these conditions) but that's because I'm actually going to give you a positive modifier to your roll based on how "artful" your speech is to the people. In other words - the more well written your speech is, the greater the bonus to your roll. This allows you to do better then a simple "flat roll", which is pretty boring.

Also, even though your current DC is 25, that diplomacy roll WILL be modified (hopefully positively) based on what you actually type out - so good social RP here is critical.

You have roughly one round to call something out as a free action as your Eidelion jumps it. So, it can't be too long, unless you want to take a moment. It can modify your roll from +1 - +10, depending on how good your speech is.

No taking 10's or 20's - just spend time on a brief but moving speech (no more then 20 words - unless you want more then 1 round) - and make sure it "moves" them in the direction you want them to go :)

FYI: I know this is really a lot more complicated then it needs to be, but I felt like you've been stuck at the back with nothing to do for this whole comabt so far and I wanted to give you a bit of a fun challenge meant to keep you own your toes, and (at the same time) try to give you a chance to roll with things using some creative writing.

I should add that this isn't going to be a regular occurance for you at all (with the Eidelion thing), so don't sweat that part. It's just a chance for you to do something a little more epic then: bam - summon your boy - jump the distance.

Oh, one other thing; can you toss up a description of your Eidelion for the rest of the group? Thanks!


Arasmes ibn'Fayad wrote:

Acrobatics check for Arasmes to jump 5' gap. (DC 5) 1d20

Acrobatics check for Caliphana to jump 5' gap. (DC 5) 1d20+5

Arasmes and Caliphana leap across from the roof to the parapet and dash around it seeking a way down and out.

Damn it Arasemes! You CAN'T do an "Acrobatics Check" to get across the space! The rules clearly state you need a "JUMP" check to... What? They do? No "Jump Skill" anymore? Oh...

:)

Well, what do you know? I made a mistake on the rules, too. Well, I guess nobody's perfect... :)

I guess you and your boy are across the gap (I presume J 66, and K 66 respectively?). As you no doubt recall - the wall itself has a walkway that is roughly five feet in width - a three foot gaurd wall on the outer side - and, if you hop the wall, you have a 15 foot fall to the ground.

Or, you could climb down, too. That will take you a little longer, though.

FYI: Though you've naturally crossed that gap and are at the walkway, your "Diplomacy Check" from last round will effect the crowd now. If you did well, they'll be happy - if you didn't - keep that in mind.


F Elf Spellbinder Conjuration (teleport) Wiz 1
Dain GM wrote:


There are both trees and some buildings near you. You can climb either.

You can climb about 15 feet into the low trees before they get a bit "bendy" under your weight.

You can climb to the top of the roof's of the cottage - also fifteen feet. However, the roof is stable and allows you to stand on it (though at an angle) while the trees are a little more cramped and could impair casting that uses somantic gestures.

Both will require climb checks - the trees will be easier then the side of a building - but the building is more stable when you get up there.

You have time to climb either - or take 10 for a stealth check as they are ruhshing in hard but I will let this point be ret-conned a bit.

What's your move?

I'm going for the rooftop. If I fail all of the below attempts Shaezon will cast levitate and float up that way.

Climb
1d20 + 0 ⇒ (7) + 0 = 7
1d20 + 0 ⇒ (2) + 0 = 2
1d20 + 0 ⇒ (13) + 0 = 13

Assuming 13 is insufficient:

Shaezon curses at his ineptitude a moment before casting a spell. He floats up and pulls himself lightly onto the rooftop. Using the slant of the roof as cover as best he can he notches an arrow on his bow and looks for incoming enemies.


Ariarh Kane wrote:
GM, what happened after Ariarh's heal check on the fallen Brevoyian soldier? You did not reply to my posting. Thanks.

Sorry - thought I did -

The soldier is concious, though barely breathing. Your magic stabalized and prevented him from drowning when his lungs filled with blood. He'll make it, but barely! You need to get him back behind friendly lines ASAP, leave him there, or cast a healing spell on him and let him leg it back on his own.

Knowing this - what's your move?


Shaezon Silverfall wrote:
Dain GM wrote:


There are both trees and some buildings near you. You can climb either.

You can climb about 15 feet into the low trees before they get a bit "bendy" under your weight.

You can climb to the top of the roof's of the cottage - also fifteen feet. However, the roof is stable and allows you to stand on it (though at an angle) while the trees are a little more cramped and could impair casting that uses somantic gestures.

Both will require climb checks - the trees will be easier then the side of a building - but the building is more stable when you get up there.

You have time to climb either - or take 10 for a stealth check as they are ruhshing in hard but I will let this point be ret-conned a bit.

What's your move?

I'm going for the rooftop. If I fail all of the below attempts Shaezon will cast levitate and float up that way.

Climb
1d20+0
1d20+0
1d20+0

Assuming 13 is insufficient:

Shaezon curses at his ineptitude a moment before casting a spell. He floats up and pulls himself lightly onto the rooftop. Using the slant of the roof as cover as best he can he notches an arrow on his bow and looks for incoming enemies.

Not clear if you need to make Acrobatic checks to negate falling damage - as I don't think you even got off the ground.

After struggling a bit, then, you have some skinned palms, and nothing more serious then a frustrated attitude. Therefore, you are free to cast levitate to get to the top.

Remember; though Levitate moves you up and down - you can't move side to side, so, if you're using this to "climb" up the wall - keep one hand on the wall, or close enough...

Needless to say - you're at the top, you slide yourself over on top of the roof, and you are now able to dust yourself off and stand up and look around.

While there, you can see the rush of creatures hurrying up the hill right at Kae - and the others are fanning out and hurrying into the alleys.

One of them, seeing that you are at the top of the roof, standing alone, shall rush up to about 25 feet -

I need to know what grid you are standing on - this will effect what your allies do and where the bad guy is in relation to you.

You an see he has several loops on a belt that hangs over his body and multiple hatchets dangling from them - also he is carrying two of them, one in each hand - seeing you standing there, and exposed, on the roof with magical means, naturally - he flings a hatchet at you!

Attack (Point Blank Shot and Far Shot included)

1d20 + 7 - 1 - 1 ⇒ (13) + 7 - 1 - 1 = 18

IF he hits...

1d6 + 3 + 1 ⇒ (2) + 3 + 1 = 6

I can't remember if you had a spell on (mage armor or something), what is your current AC and HP? I don't have a character sheet for you at this time, so if you could toss them up, that would be great. Thanks!


Shaezon Silverfall wrote:
Dain GM wrote:


There are both trees and some buildings near you. You can climb either.

You can climb about 15 feet into the low trees before they get a bit "bendy" under your weight.

You can climb to the top of the roof's of the cottage - also fifteen feet. However, the roof is stable and allows you to stand on it (though at an angle) while the trees are a little more cramped and could impair casting that uses somantic gestures.

Both will require climb checks - the trees will be easier then the side of a building - but the building is more stable when you get up there.

You have time to climb either - or take 10 for a stealth check as they are ruhshing in hard but I will let this point be ret-conned a bit.

What's your move?

I'm going for the rooftop. If I fail all of the below attempts Shaezon will cast levitate and float up that way.

Climb
1d20+0
1d20+0
1d20+0

Assuming 13 is insufficient:

Shaezon curses at his ineptitude a moment before casting a spell. He floats up and pulls himself lightly onto the rooftop. Using the slant of the roof as cover as best he can he notches an arrow on his bow and looks for incoming enemies.

Just saw the last edit - feel free to shoot the guy as he is charging you - if you are hit, and you kill him - you negate the damage he did - if he hit.


Dain GM wrote:
Shaezon Silverfall wrote:
Dain GM wrote:


There are both trees and some buildings near you. You can climb either.

You can climb about 15 feet into the low trees before they get a bit "bendy" under your weight.

You can climb to the top of the roof's of the cottage - also fifteen feet. However, the roof is stable and allows you to stand on it (though at an angle) while the trees are a little more cramped and could impair casting that uses somantic gestures.

Both will require climb checks - the trees will be easier then the side of a building - but the building is more stable when you get up there.

You have time to climb either - or take 10 for a stealth check as they are ruhshing in hard but I will let this point be ret-conned a bit.

What's your move?

I'm going for the rooftop. If I fail all of the below attempts Shaezon will cast levitate and float up that way.

Climb
1d20+0
1d20+0
1d20+0

Assuming 13 is insufficient:

Shaezon curses at his ineptitude a moment before casting a spell. He floats up and pulls himself lightly onto the rooftop. Using the slant of the roof as cover as best he can he notches an arrow on his bow and looks for incoming enemies.

Not clear if you need to make Acrobatic checks to negate falling damage - as I don't think you even got off the ground.

After struggling a bit, then, you have some skinned palms, and nothing more serious then a frustrated attitude. Therefore, you are free to cast levitate to get to the top.

Remember; though Levitate moves you up and down - you can't move side to side, so, if you're using this to "climb" up the wall - keep one hand on the wall, or close enough...

Needless to say - you're at the top, you slide yourself over on top of the roof, and you are now able to dust yourself off and stand up and look around.

While there, you can see the rush of creatures hurrying up the hill right at Kae - and the others are fanning out and hurrying into the alleys.

One of them, seeing that you are...

Never mind - Just found your AC on the link for your guy - so the axe WILl hit you - and it will reduce your HP to 19, unless you are able to shoot the creature and bring it down.

(It is wearing some sort of heavy hide armor - and is what looks like a fairly limber half-orc).

Either way, just need your current Coordinates and you also realize that at this position you are a Spellcaster on a roof raised up like a bullseye for anyone who sees the big guns up there. After you shoot, you may consider other options.

Tactic wise - if you fall prone on the roof, though it is slanted, you will have partial cover because your enemies will need to stand at the right angle to hit you... How good the cover is you don't know... but standing where you are has made you a target.

Luckily, only one of these guys saw you... But more are comming!


F Elf Spellbinder Conjuration (teleport) Wiz 1

Shaezon Silverfall Character sheet
Str 10, Dex16, Con 12, Int 19, Wis 14, Cha 13

Combat stats:

Offensive
Initiative +6 (+2 Dex, +4 Feat)

BAB +2
Defensive
Max HP; 25
AC; 17 (10+3 Dex, +4 Mage Armor)
Fort+3(+1 Base+1 Con+1 Cloak)
Ref+5(+1 Base+3 Dex+1 Cloak)
Wil+7 (+4 Base+2 Wis+1 Cloak)(+2 vs enchant)


Spells:

+1 CL teleportation spells
Memorized
0
- Detect Magic
- Mage Hand
- Dancing Lights
- Disrupt Undead
1
- Mage Armor
- Expedious Retreat
- Feather Fall
B- Grease
2
- Levitate
- Scorching Ray
B- Rope Trick

Skills:

(2+4int)X4=24+4 Class = 28
Appraise+8 (1 Rank+ 4 Int +3 skill)
Craft Alchemy+8 (1 Rank+ 4 Int +3 skill)
Fly+0 (0 Rank+ 3 Dex +3 skill)
Intimidate+8 (3 Rank+ 1Cha +3 skill+1 Trait)
Know Arcana+8 (1 Rank+ 4 Int +3 skill)
Know Dungeon+8 (1 Rank+ 4 Int +3 skill)
Know Engineer+8 (1 Rank+ 4 Int +3 skill)
Know Geography+8 (1 Rank+ 4 Int +3 skill)
Know History+8 (1 Rank+ 4 Int +3 skill)
Know local+8 (1 Rank+ 4 Int +3 skill)
Know Nature+9 (1 Rank+ 4 Int +3 skill +1 Trait)
Know Nobility+8 (1 Rank+ 4 Int +3 skill)
Know Planes+8 (1 Rank+ 4 Int +3 skill)
Know Religion+8 (1 Rank+ 4 Int +3 skill)
Linguistics+11 (4 Rank+ 4 Int +3 skill)
Perception+8 (4 Rank+ 2 Wis+2 Race)
Spellcraft+ 14 (4 Rank+ 4 Int +3 skill+3 SF)(+2 when crafting)(+1 teleportation)
Survival +6 (1 Rank+ 2 Wis +3 skill)(+2 find food/water)
UMD+0 (0 Rank+ 1Cha)


Gear/Loot:

Handy Haversac (2000)
Cloak resist +1 (500)
Unseen servant Broach (1000) (continuous unseen servant CL 1)
Pathfinder pouch (1000)
Continual Flame Stone (50)
Rapier (20), Dagger (1) Longbow(100)

Nobles outfit, Riding outfit
Quiver, extra arrows,
Spellbook(in pathfinder pouch),
Pack-Paper, Chalk, rope, Arcane Locked MW Manacles (DC45)
Loot
G- 100


Spellbook:

Scribing costs by level0-5 gp,1-10 gp,2-40 gp,3-90 gp,4-160 gp,5-250 gp,6-360 gp,7-490 gp,8-640 gp,9-810 gp
0-All
1-Mage armor, Shield, Magic Missile, Crafters Fortune, Endure Elements, Expedious Retreat, Enlarge person,Feather Fall, Grease, Floating Disk, Hydraulic Push, Infernal Healing, Jump, Magic Aura, Mount, Protection from Evil, Ray of Enfeblement, Shocling Grasp, Silent Image, Touch of the Sea, Truestrike, Unseen Servant, Vanish
2-Arcane Lock, Bears Endurance, Burning Gaze, Cats Grace, Continual Flame, Create Treasure Map, Darkvision, False Life, Fire Breath, Fog Cloud, Fox's Cunning, Ghoul Touch, glide, Glitterdust, Gust of Wind, Invisiblity, Knock, Levitate, Magic Mouth, Make Whole, Mirror Image, Protection from Arrows, Retrieve Item, Rope Trick, Scorching Ray, See Invisiblity, Shatter, Slip Stream, Spider Climb, Summon Monster 2, Web, WIspering Wind,

Feats/powers/traits:

Arcane bond (Ring)
Cantrip
Scribe Scroll
School focus Universal (Arcannamiriom crafter See below)
1- Skill Focus Spellcraft (to represent the crafting focus)
3- Improved Initiative
A.C.- Craft Wondrous Item. (+2 to skill checks.)

Arcannamiriom crafter-The most famous magical college of the Inner Sea region, the Arcanamirium of Absalom teaches a broad array of specialties, but its most intensive specialty is no specialization at all. It is one of the primary training academies of universalist magic on Golarion, and the wizards who graduate from the school become well respected, well paid, and highly soughtafter in their homelands. An Arcanamirium crafter is one of the builders of the arcane world, assembling magic items with facility, skill, and power. He is intimately familiar with the craft and practice of imbuing items with arcane power, and works with precision even early in his career to help create some of the most powerful magic items of Golarion.
Associated School: Universalist.
Replacement Power: The following school power replaces the hand of the apprentice power of the universalist school.
Metacharge (Ex); As an Arcanamirium crafter, you gain a bonus feat at 3rd level, which must be an item creation feat or metamagic feat. You must still meet all prerequisites for a bonus feat, including caster level minimums. When using metamagic feats to create magic items, your skill and understanding of the principles involved in the item’s creation give you a +2 bonus on the skill check made to create the item.

Kyonin Gatekeeper (Kyonin) (Elf Regional Trait)
You helped maintain the elf gates and are familiar with the operation of teleportation magic. 
Benefit: You gain a +1 trait bonus on Spellcraft checks to identify teleportation magic and a +1 trait bonus to caster level checks when casting teleportation spells. You know the proper commands to operate a particular elf gate (most likely an often used elf gate, but at the GM’s discretion it may be a less popular or out-of-the-way elf gate).
Bully : You grew up in an environment where the meek were ignored and you often had to resort to threats or violence to be heard. You gain a +1 trait bonus on Intimidate checks, and Intimidate is always a class skill for you.
Child of Nature (N) You have been blessed to be as comfortable in the wilderness as you are at home. You gain a +2 trait bonus on Survival checks to find food and water, and a +1 trait bonus on Knowledge (nature) checks. One of these skills (your choice) is always a class skill for you.

Mister the Pseudodragon:

Pseudodragon
NG Tiny dragon
Init +2; Senses blindsense 60 ft., darkvision 60 ft., low-light vision; Perception +6
DEFENSE
AC 16, touch 14, flat-footed 14 (+2 Dex, +2 natural, +2 size)
hp 15 (2d12+2)
Fort +4, Ref +5, Will +4
Immune paralysis, sleep; SR 12
OFFENSE
Speed 15 ft., fly 60 ft. (good)
Melee sting +6 (1d3–2 plus poison), bite +6 (1d2–2)
Space 2-1/2 ft.; Reach 0 ft. (5 ft. with tail)
STATISTICS
Str 7, Dex 15, Con 13, Int 10, Wis 12, Cha 10
Base Atk +2; CMB +2; CMD 10 (14 vs. trip)
Feats Weapon Finesse
Skills Diplomacy +5, Fly +15, Perception +6, Sense Motive +6, Stealth +19 (+23 in forests), Survival +6; Racial Modifiers +4 Stealth (improves to +8 in forests)
Languages Draconic; telepathy (60 ft.)
SPECIAL ABILITIES
Poison (Ex)

Sting—injury; save Fort DC 14; frequency 1/minute for 10 minutes; effect sleep for 1 minute; cure 1 save. The save DC is Constitution-based and includes a +2 racial bonus.


signature item:

Shaezon Silverfall’s New Signature Item

1. The ring has gemstone on it – it seems, at first glance, to be black. But you notice it shifts and changes colors – though some think is due to your mood – you know this color shifts at random. Because many people assume the stone is controlled by your emotions you gain a +2 Circumstance modifier to any Bluff checks when people are trying to gauge your mood.

2. This ring is a specifically gifted item. As such, it is bonded to you in ways other more mundane magically created items are. Therefore – as long as you wish to maintain the bond, it shall be linked to you. Should the item be stolen, removed, lost or missing in general, you will find it on your person in less then an hour. The only way the item can be removed permanently from you is if you willingly give it up.

3. The ring has gifted you with some unusual powers for your favored school. Currently, whenever you cast a Cantrip or a Level 1 Spell from the Universalist school – treat that spell as if your Caster Level was one higher then it is.


Elf:

+2 Dex, +2 Int. -2 Con
Med, 30', Low light vision
+2 vs enchant
+2 Caster level to overcome SR
+2 Percep

Brief history:

Shaezon is a noble born elf of Kyorin. Like nobles of any race those with the strongest personalities tend to find the most reward. Shaezon was never particularily diplomatic, but did find that if he was intimidating he could get his way. This served him well in his younger days at court. When Shaezon's magical talent becme apparent he was apprenticed and sent to the Acadame as fitting one of his stature. This included a stint at the Arcanamirium of Absalom, as a kind of student enchange program. Though his time at Absalom was primarily for diplomatic reasons he did discover his love of crafting and some of the Arcanamirium of Absalom's secrets to the same. Once he reached a certain mastery of the art he found himself called home and "volunteered" by his father to serve as a member of the green watch (elves who patrol the forest surrounding Kyorin). Though initially resentful he grew to like his assignment as he developed a sense of camradery that he was otherwise missing. He matured a lot during this time and learned much of nature of teleportation magic and the elfgates. He even learned the command and conditions to operate one of the gates (or a few at DM discression).

There might be an elfgate in the "new kingdom" that leads back to Kyorin and this is one of the reasons they sent an emisary.


F Elf Spellbinder Conjuration (teleport) Wiz 1

the +1 from point blank shot requires you to be within 30 feet. Far shot just means he only suffers -1 per full range increment instead of -2.

Mage armor was cast as soon as I knew we were under attack. Ac is currently 16. However, note that I intend to use the roof slant for partial cover, so adjucate that how you need to. Also, is the roof made of tile or something similar? Hard surface, not hay or something, right?

The half orc is running up the hill?

Shaezon fires an arrow at the orc 1d20 + 4 ⇒ (17) + 4 = 211d6 ⇒ 5

If shaezon doesn't kill the orc he will fall to his belly to get out of line of sight.

edit: even if he did kill the orc he will fall to his belly to get out of line of sight.


Caliphana looks around when she jumps to the wall to see if she sees any enemies. Perception 1d20 + 15 ⇒ (4) + 15 = 19

Before jumping and seeing the effect Caliphana has on the people below, Arasmes shouts out to the people Do not fear! We go to slay thine enemies! Caliphana and I, Arasmes ibn'Fayad will not fail you! Diplomacy 1d20 + 15 ⇒ (12) + 15 = 27

Description of Caliphana in a few minutes


F Elf Spellbinder Conjuration (teleport) Wiz 1

Just re-read the section on cover. Just FYI: Partial cover = creature has cover (From the high ground on the house), but more than half the creature is visible cover bonus is reduced (vs normal cover where you pop out and fight) to a +2 AC and +1 reflex save bonus. Partial cover is subject to DM discretion.


Female Aasimar Druid 7 (Noble)
Dain GM wrote:

The soldier is conscious, though barely breathing. Your magic stabilized and prevented him from drowning when his lungs filled with blood. He'll make it, but barely! You need to get him back behind friendly lines ASAP, leave him there, or cast a healing spell on him and let him leg it back on his own.

Knowing this - what's your move?

How far away is Ry (and the soldier, Xrxnyz and Dior) from Oleg's compound right now?


The creature that formed from the energies and matter brought into being by Arasmes will, Caliphana, is an amalgamation of some of the most powerful creatures in the natural world. She stands approximately four feet at the shoulder and is built like a cross between a large cat and a bear, with the lithe and supple frame of a cat, and the heavy shoulders and forelimbs of a bear. A pair of massive horns jut forward and her jaws are canine in shape with large razor sharp fangs. She has purple fur with a crest of yellow going from the top of her head and down her spine. When she moves you can see that the air around her fangs, horns, and claws shimmers as if from great heat.


Picture of Caliphana


Shaezon Silverfall wrote:

the +1 from point blank shot requires you to be within 30 feet. Far shot just means he only suffers -1 per full range increment instead of -2.

Mage armor was cast as soon as I knew we were under attack. Ac is currently 16. However, note that I intend to use the roof slant for partial cover, so adjucate that how you need to. Also, is the roof made of tile or something similar? Hard surface, not hay or something, right?

The half orc is running up the hill?

Shaezon fires an arrow at the orc 1d20+4;1d6

If shaezon doesn't kill the orc he will fall to his belly to get out of line of sight.

edit: even if he did kill the orc he will fall to his belly to get out of line of sight.

Right, I knew about the 30 feet - which is why I said he ran up to about 25 feet and threw the axe. This is also why you are able take your shot on him as he is running up and can shoot him first - when he gets in range of you and is a threat to you.

The roof is not nearly as firm as the one in Oleg's - it is not clay tiles, rather it is rather firm branches over a log frame, and over the branches is a dried plaster and over that is the heavy straw/thatch.

You will get the partial cover nearly right away - but not until after you take the time to move a bit. You just landed on the roof with a spell that raises you up of the ground with magic in full view of enemies who have dark vision.

After this attack, you'll get at least partial cover, and more so - if you choose to become more protected.

The half-orc, along with about 30 other guys, were running up the sudden hill - they are with the same crew who were mobbing Kae (though this particular enemy was not near Kae).

Finally, as you seem to be on grid R9 - this villian has run all the way up the hill and is on V9. It seems, then, that you would be visible, but you would also be behind the "Height" of the house - as it would angle up in front of you. This would, then, give you more cover - which would mean the enemy just missed you - but barely.

You did hit him - but, in the end, it did not kill him. He is now dodging somewhere to the left (on the map) and avoiding Kae - who we shall deal with soon!


Arasmes ibn'Fayad wrote:
Picture of Caliphana

Aww.. she's adorable! :)


Ariarh Kane wrote:
Dain GM wrote:

The soldier is conscious, though barely breathing. Your magic stabilized and prevented him from drowning when his lungs filled with blood. He'll make it, but barely! You need to get him back behind friendly lines ASAP, leave him there, or cast a healing spell on him and let him leg it back on his own.

Knowing this - what's your move?

How far away is Ry (and the soldier, Xrxnyz and Dior) from Oleg's compound right now?

Roughly 400 feet from the treeline on the edge of the village.

The shrine with the healer is an additional 150 feet from that point (for a total of 550 from where you are).

Oleg's compound starts at 220 feet - for a total of 620 feet.

What's your move?


Female Aasimar Druid 7 (Noble)

Ariarh contemplates the distance to the Erastil's Shine (on the western side of the compound) and the weight of the soldier in chain mail and how much the dire bat could carry and the time it would take to remove the chain mail from the semi-conscious male. She decides to heal him using one of her spells and allow him to get back into battle with his comrades (perhaps even get on the back of a fellow cavalry man's horse) and then freeing her to fly back to the compound as the summoned creature would not last for much longer.

Ariarh lays her hand on the soldier's chest and casts CLW. She is wearing the dragon amulet and can feel its power strengthening her own.

CLW on Brevoyian cavalry man: 2d8 + 5 ⇒ (7, 5) + 5 = 17

Ariarh looks around her, determining if there are allies or foes close by, or spare horses ...

Perception: 1d20 + 10 ⇒ (6) + 10 = 16


Male

Dior takes to the air to look for signs of trouble/danger.

Perception: 1d20 + 12 ⇒ (2) + 12 = 14.

He could warn his mistress with a loud screech if there is something close by.


Ka'etil Malas'rae wrote:

Ok, so Kae will Re-shield, then brace for one of the enemies to come charging into his range.

He gets his readied action against the first one to come at him, and one AoO for any unit moving through his reach, but is then there's space for 3 more to make charge attacks against him, and other units can double-move past him.

So he stands with a readied action to hit the first unit that gets in range, witch will require a charge attack, which activates the Brace, then take his Aoo at the next, standing at S:13.

and his damage is up 2 if he swings at a human.

Kae is currently standing with his back to the wall of the cottage at S 13 – a seemingly tactically sound position! The wall is to the left of Kae – he sits in a ten feet wide alley, and he presumes that if anyone charges him he has a bonus to his defense via “Brace” with the Glaive. If they run past him, he can strike them with the reach – and he as AoO if they try to hustle past him into the streets.

Kae sees no flaw with this logic at this time.

Combat Actions comming up soon -


Ariarh Kane wrote:

Ariarh contemplates the distance to the Erastil's Shine (on the western side of the compound) and the weight of the soldier in chain mail and how much the dire bat could carry and the time it would take to remove the chain mail from the semi-conscious male. She decides to heal him using one of her spells and allow him to get back into battle with his comrades (perhaps even get on the back of a fellow cavalry man's horse) and then freeing her to fly back to the compound as the summoned creature would not last for much longer.

Ariarh lays her hand on the soldier's chest and casts CLW. She is wearing the dragon amulet and can feel its power strengthening her own.

CLW on Brevoyian cavalry man: 2d8+5

Ariarh looks around her, determining if there are allies or foes close by, or spare horses ...

Perception: 1d20+10

You can see charging over the plains in the darkness four or five creatures - they're large - as in Large Size - you can't tell about other creatures though, but they look humanoid and are rushing right at you!

Meanwhile, you see no living horse around - probably being scared off at what is comming right for you!


Dior Kane wrote:

Dior takes to the air to look for signs of trouble/danger.

Perception: 1d20+12.

He could warn his mistress with a loud screech if there is something close by.

The Griffon is able to see multiple Large creatures charging toward you - you would guess no more then about 200 feet - they're moving hard and fast you think they'll be there soon!


What happened with my diplomacy check and Caliphana's perception?


F Elf Spellbinder Conjuration (teleport) Wiz 1

Shaezon adjusts himself to get partial cover and fires another shot.

Bow 1d20 + 4 ⇒ (8) + 4 = 121d6 + 0 ⇒ (1) + 0 = 1


Female Aasimar Druid 7 (Noble)

Speaking to the soldier now fully conscious and on his feet (with her help), "Find a safe place. There are more creatures coming!"

Knowledge Nature check on determining what the large creatures approaching are: 1d20 + 10 ⇒ (13) + 10 = 23

Celestial/"We need to get back up into the air, Xrxnyz! There seems to be four or more rather large creatures heading this way fast!"/Celestial

Ariarh mounts the celestial dire bat and they take to the sky. Dior is there beside them, observing what is coming upon them fast!

Ride check (bareback): 1d20 + 6 - 5 ⇒ (12) + 6 - 5 = 13


KAE - Here they come...

Here are your enemies and descriptions –

Enemy 1
Orc – carrying short spear, scimitar, small shield – leather armor

Enemy 2
Orc – carrying short spear, scimitar, small shield – leather armor

Enemy 3
Orc – carrying short spear, scimitar, small shield – leather armor

Enemy 4
Orc – carrying short spear, scimitar, small shield – leather armor

Enemy 5
Human – Long sword, bucklers, hide armor

Enemy 6
Human – Long sword, buckler, hide armor

Enemy 7
Human – Long sword, buckler, hide armor

Enemy 8
Half-orc – Battle axe, medium shield, chain mail

Enemy 9
Half-orc – Double-bladed axe, chain mail

So… Here’s what happens!

Enemy 1 is charging you with his spear – He takes the AoO and moves forward with the charge –

To hit
1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 Extra plus two is for charge

Damage negated (he missed)
1d6 ⇒ 3

Enemy 2 is charging past your weapon and will suffer AoO.

Enemy 3 is charging past your weapon
Enemy 4 is charging past your weapon
Enemy 5 is moving up, and the others are following hard on the heals!

6, 7, 8, 9 are rushing up hard!

Coordinates for each enemy are

Enemy 1 T - 13
Enemy 2 R -13
Enemy 3 R - 14
Enemy 4 S - 14
Enemy 5 T - 13
Enemy 6 W - 12
Enemy 7 X - 15
Enemy 8 Y - 11
Enemy 9 Z – 13


Arasmes ibn'Fayad wrote:
What happened with my diplomacy check and Caliphana's perception?

After confering with my staff...+5 from your speech.

The crowd mellow considerably with your words. They are calmed, somewhat distracted, but are mellowed enough that you are not worried about a Stampede!

Your total roll was then a 32 then - you got the DC of 25, and slid them down to Unfriendly, and with a +5 you bumped them to Indifferent! They are not worried about you - focusing rather on what is going on around them, leaving you to do what you need to do.

You are then able to leap across the roof to the walkway and are now looking down, considering your options.

Sadly, the enemy is well over 200 feet from your current position (even the ones attacking Kae - well, that's the one specifically I'm refering to - you can't even see them - though you can vaugely make out the very dim light of the magical arrow let off by Doc White - but that is so far away it does nothing but shine like a fog covered moon).


Shaezon Silverfall wrote:

Shaezon adjusts himself to get partial cover and fires another shot.

Bow 1d20+4;1d6+0

Your arrow wizzes by the enemy - sadly... But more archers are swinging around with you.

Another volley is fired - screams are heard, and you can see that another three of the scum has fallen.

The archers are suddenly shrieking and running away like cowards and melt back into the shadows of the streets.

At first you think this is cowardice - but now you believe it is not! You recall this is all part of the clever plan - as the enemy charges and sees the archers flee they will likely charge after them and miss on the hidden allies who will ambush them as the enemy rushes after your friends!


Ariarh Kane wrote:

Speaking to the soldier now fully conscious and on his feet (with her help), "Find a safe place. There are more creatures coming!"

Knowledge Nature check on determining what the large creatures approaching are: 1d20+10

Celestial/"We need to get back up into the air, Xrxnyz! There seems to be four or more rather large creatures heading this way fast!"/Celestial

Ariarh mounts the celestial dire bat and they take to the sky. Dior is there beside them, observing what is coming upon them fast!

Ride check (bareback): 1d20+6-5

The man looks from Ariarh, back to the plains - he is holding his sword gamely, but - now that he is healed - does not seem eager to run - but fight.

You believe you can see at least two trolls and possibly three half-ogres - other then that, you're not sure...There could be more!

Grabbing your seat on X you take off and tack course to what direction you choose.

You realize then, after you are on your mount that humans have little skill in seeing in the dark. This man may not even know what is out there... Or where to go... He has nearly killed and woken up and as he can't see the village, he may not know how to get back there.

Also, in his armor, he certainly will not be able to run very fast... Even if he knows the way.


Female Aasimar Druid 7 (Noble)

Ariarh calls out to the griffon, "Aid the soldier, my friend. Show him the way back to Master Oleg's and protect him if need be."

Ariarh flies the bat closer to the soldier on the ground and hovering,

Fly, Hover (DC 15): 1d20 + 9 ⇒ (13) + 9 = 22

"My griffon here will show you the way back to Master Oleg's compound. He will not harm you and he can see much better in the dark. Trust in him. We too are headed back to the compound."

Then as Dior descends closer to the man, Ariarh using her knees nudges Xrxnyz higher in the air.

Ride (guiding with knees) (DC 5): 1d20 + 6 - 5 ⇒ (6) + 6 - 5 = 7


Ariarh Kane wrote:

Ariarh calls out to the griffon, "Aid the soldier, my friend. Show him the way back to Master Oleg's and protect him if need be."

Ariarh flies the bat closer to the soldier on the ground and hovering,

Fly, Hover (DC 15): 1d20+9

"My griffon here will show you the way back to Master Oleg's compound. He will not harm you and he can see much better in the dark. Trust in him. We too are headed back to the compound."

Then as Dior descends closer to the man, Ariarh using her knees nudges Xrxnyz higher in the air.

Ride (guiding with knees) (DC 5): 1d20+6-5

Glancing down you see the man who you assisted looking around nervously, then, as Dior rushes off he sets off running as fast as he can - regretably, with his armor, you see that is not nearly fast enough - and certainly not enough to keep up with Dior.

You will not wait for this man, though. Urging your mount forward, you charge on - glancing over your shoulder you see the looming shapes of largish creatures lumbering forward with alarming speed. The man is running as fast as he can, though...

You lean forward over your mount and press hard for safety. Surely he'll survive easily...


Arasmes and Caliphana race around the walkway heading towards the western wall. Once there Caliphana will jump to the tree that is there and climb down while Arasmes goes over the wall and uses a spell to slow his descent to the ground. Once there they will both attempt to hide and move to where we can help with the fighting.

Move to G43 and Caliphana will jump to tree at G41 while Arasmes goes over the edge and uses Feather Fall to reach the ground safely. Once on the ground stealth and move towards any fighting while keeping an eye out for trolls.

Acrobatics to tree 1d20 + 5 ⇒ (14) + 5 = 19

Climb to descend tree 1d20 + 3 ⇒ (10) + 3 = 13

Stealth for Arasmes and Caliphana 1d20 + 2 ⇒ (20) + 2 = 221d20 + 10 ⇒ (20) + 10 = 30

WOW two 20's for the stealth checks hell yeah!


Female Aasimar Druid 7 (Noble)

Dior would be faster, sure, but would not be so quick that he would leave the man that far behind. Dior will be like a guide showing the soldier the direction to head and if necessary coming to his aid if he is attacked or waylaid.

Hearing the sounds of the large creatures in pursuit of them, Ariarh cannot leave the lone soldier on foot and unprotected. She commands the dire bat in Celestial to fly back.

Ariarh and the celestial dire bat circle back around 80 ft, toward the approaching 2 trolls and 3 half-orcs (currently 200 ft away). During this time, Ariarh is casting call lightning (casting time 1 round.)

Concentration check (vigorous motion while casting) (DC 15): 1d20 + 9 ⇒ (8) + 9 = 17


Arasmes ibn'Fayad wrote:

Arasmes and Caliphana race around the walkway heading towards the western wall. Once there Caliphana will jump to the tree that is there and climb down while Arasmes goes over the wall and uses a spell to slow his descent to the ground. Once there they will both attempt to hide and move to where we can help with the fighting.

Move to G43 and Caliphana will jump to tree at G41 while Arasmes goes over the edge and uses Feather Fall to reach the ground safely. Once on the ground stealth and move towards any fighting while keeping an eye out for trolls.

Acrobatics to tree 1d20+5

Climb to descend tree 1d20+3

Stealth for Arasmes and Caliphana 1d20+2; 1d20+10

WOW two 20's for the stealth checks hell yeah!

Two things - one: what speed are you moving at? This will effect your Stealth check so I need to know how fast you want to travel.

two: What direction are you planning on going. Though it is not clear on the map, there are a number of people clustered around the shrine you are headed to.


Ariarh Kane wrote:

Dior would be faster, sure, but would not be so quick that he would leave the man that far behind. Dior will be like a guide showing the soldier the direction to head and if necessary coming to his aid if he is attacked or waylaid.

Hearing the sounds of the large creatures in pursuit of them, Ariarh cannot leave the lone soldier on foot and unprotected. She commands the dire bat in Celestial to fly back.

Ariarh and the celestial dire bat circle back around 80 ft, toward the approaching 2 trolls and 3 half-orcs (currently 200 ft away). During this time, Ariarh is casting call lightning (casting time 1 round.)

Concentration check (vigorous motion while casting) (DC 15): 1d20+9

Nice! I presume you want it to go off as soon as you can get it to hit/do-the-most-damage on these things?

Trolls are "Large Sized" so they take up 10x10 feet. Half-Orge's are part human, part Ogre - as such, they are medium sized. Each have 10 feet between them... You have a troll - ten feet below him and five feet back is a half-ogre - and ten feet below him - five feet forward is another half-ogre - and ten feet down below him and five feet back is another troll - and ten feet down from him - and five feet back is the last half-ogre.

They are all moving fast - they are currently 60 feet from your current position at the start of the next round...

After that?

Things get ugly!


Female Aasimar Druid 7 (Noble)

The trolls would be harder to bring down with their regenerative ability, so Ariarh decides to target the half-ogres first. She calls down a 5 ft wide, 30 ft long, vertical bolt of lightning (1st bolt) and targets the half-ogre behind the first troll.

Electricity damage on half-ogre 1: 3d6 ⇒ (6, 1, 6) = 13
Saving throw (DC 17) Reflex half.


Ariarh Kane wrote:

The trolls would be harder to bring down with their regeneration ability, so Ariarh decides to target the half-ogres first. She calls down a 30 ft vertical bolt of lightning (1st bolt) and targets the half-ogre behind the first troll.

Electricity damage on half-ogre 1: 3d6
Saving throw (DC 17) Reflex half.

Reflex for Half

1d20 + 3 ⇒ (10) + 3 = 13


1. Once we start moving stealthy we will move at half speed.

2. That depends on what we see. I need to know what I see in order to tell you where I'm going.

EDIT: For instance did I see that bolt of lightning? lol


Heading to bed. Will post more tomorrow.


Arasmes ibn'Fayad wrote:

1. Once we start moving stealthy we will move at half speed.

2. That depends on what we see. I need to know what I see in order to tell you where I'm going.

EDIT: For instance did I see that bolt of lightning? lol

Acutally, I don't think you would have seen the bolt as it is only 30 feet tall, and you have multiple houses in front of you that are roughly 15-20 feet in height. Also - beyond the houses are trees at the westerly end of the forest - which are roughly 25-30 feet in height - and the lightening is over 250 feet from the western edge of the village - and that end of the village is nearly 200 feet from your current position.

That would mean you'd need to see a bolt of lightening that was roughly 450 feet away and beyond dozens of houses nearly twice your size and trees behind the houses.

However - you might see a brief flicker of light in the distance, but no way to pinpoint it until you get past the houses -

However, as you move forward slowly you can't really see much, but you definetely CAN hear the sounds of melee battle on the south west corner of the village - specifically where Kae is getting attacked!

You also hear loud shrieks of men who are calling out for help on the far side of the village.

Also - only a moment ago - you hear the sound of a massive explosion (you would think it sounds like gunfire) comming from the north of the village and the sounds of some explosion on the south side as well.

With this in mind - you are free to continue to move at half speed for stealth - but, where do you want to move to now, specifically?

Show me your planned coordinates and we can choose the best/safest route for you to travel.

Until then - Sleep well!

And to all a good night :)


Ariarh Kane wrote:

The trolls would be harder to bring down with their regenerative ability, so Ariarh decides to target the half-ogres first. She calls down a 5 ft wide, 30 ft long, vertical bolt of lightning (1st bolt) and targets the half-ogre behind the first troll.

Electricity damage on half-ogre 1: 3d6
Saving throw (DC 17) Reflex half.

The half-ogre howls in pain, and the creatures suddenly tack course and are now charging to you and the man in front of you. Things are looking grim -

As you continue with your lightening spell you hear the sound of hooves thundering over the plains. Suddenly the sounds of shrieks and screams are loud and evident – and pushing hard from the darkness is a mass of riders!

The flash of lightening had revealed that there are far more villains then you thought!

But many of the barbarian types have been slaughtered in the distance – and yet you see more large creatures coming forward. There are now three more trolls rushing forward – as well as five half-ogres!

Yet, even as you watch, you see two – no – three of the half-ogres fall to the ground. The sound of more explosions – much like from the pistols from Brett – sound in your ears! In fact, you see charging in hard and fast on his stubby pony – Brett himself with his sword out and rushing by his enemies.

Flanking Brett is Delain – and he is slashing his blade through the side of a turning half-ogre, and the edge of the weapon slices through the jugular – spilling out the black blood into the air in a fine mist.

All of this is done in only the briefest of seconds – but the horsemen are running hard and moving around the large creatures. You believe that your magic has drawn their attention and they are riding in hard to offer help even as you ready yourself against these massive brutes.

No – though all of these dark creatures advance en masse you know that your friends will not let you stand alone on the field of battle!


Male Half-Elf Invulnerable Rager 2/Crossblooded Envenomed+Draconic Sorcerer 1/ Trapper Ranger 1/Rage-Vivisectionist 2/Dragon Disciple 1
Ka'etil Malas'rae wrote:

Hey fellow internet game people! I'll be on the boards tonight from colorado looking at what's going on out here from my phone. Connection may be spotty, so I wanna post rolls now, in case I loose my access at some point.

Dain, what's going on? It seems that the enemy is charging in, and attacking, so being among the others, where they can charge him. He's also got reach, so anyone that gets adjacent to him takes an AoO as well. Lemme know if that's not exactly what's going on.

Kae will likely want to cast a shield when the charging enemies are two rounds away, moving with units to avoid being outflanked, and then use his the brace ability for his glaive-guisarm to ready an action against a charge, which will make it do double damage when he hits the charging enemy, and the dc to stay mounted when they take damage is 7, not 5 because of the g-g ability.

Because of shield he has an ac of 18+4=22

** spoiler omitted **

edit:revoved fighting defensively. Not worth it yet.

spoiler was:

Perception check to see if he can find humans to target with his attacks
1d20 + 10 ⇒ (2) + 10 = 12

AoO vs passing enemy.
1d20 + 8 - 1 ⇒ (20) + 8 - 1 = 27
1d12 + 10 ⇒ (3) + 10 = 13

Brace attack
1d20 + 8 - 1 ⇒ (19) + 8 - 1 = 26
Damage 2d12 + 20 ⇒ (4, 2) + 20 = 26

Crit confirmation at x3 damage
1d20 + 8 - 1 ⇒ (11) + 8 - 1 = 18
2d12 + 20 ⇒ (6, 5) + 20 = 31

Can't do much now, will address things in the morning, but can i use the rolls that i posted before, they were pretty cool, and apply to what happened, as my readied action goes off on the charging guy, and then the AoO at the other one.

I'll be working out my next action in the morrow, as it will require some book-ing.

till then, can those two be dead?
Pretty please?


Female Aasimar Druid 7 (Noble)

Ah! Blessed relief is etched across Ariarh's features. She had never felt more alone than moments before, even with Dior and the summoned dire bat by her side. The medium to large creatures seemed to be coming steadily and she was sure her powers could not last, alone like this. And there! Brett and Delain ... err, Lord Esserian. Ariarh could have wept from the joy of seeing their familiar faces.

Xrxnyz is hovering in the sky, holding place while the druid is working her divine magic.

Fly, Hover (DC 15): 1d20 + 9 ⇒ (20) + 9 = 29

Even as half-ogre 1 howls in pain and draws unwanted attention, Ariarh calls forth another lightning bolt (bolt 2) and targets the injured half-ogre with the 30 ft bolt. She makes certain that no ally will be hit by the electricity. Time to fell you, villain!

Electricity damage to half-ogre 1: 3d6 ⇒ (6, 6, 4) = 16
Saving Throw (DC 17) Reflex half.


Male

Dior seeing his exhausted and wounded mistress, Brett and the others fighting the big creatures, flies back into the fray (keeping clear of the lightning his mistress is calling down) and attacks one of the half-ogres, tearing into the creature with his beak and talons.

Bite Attack: 1d20 + 5 ⇒ (1) + 5 = 6, damage: 1d4 + 3 ⇒ (1) + 3 = 4
Claw Attack: 1d20 + 4 ⇒ (5) + 4 = 9, damage: 1d4 + 2 ⇒ (2) + 2 = 4
Claw Attack: 1d20 + 4 ⇒ (10) + 4 = 14, damage: 1d4 + 2 ⇒ (2) + 2 = 4

Yet, the half-ogre was proving hard to tear asunder and the griffon was frustrated but that did not stop him. His mistress needed him!

Fly check (to dodge arrows etc): 1d20 + 7 ⇒ (17) + 7 = 24


Seeing the chaos of the current battle, Arasmes and Caliphana decide that the time for stealth is past and move at all speed for the west side of the village. Full move x4 although Caliphana will stay with me since she is faster. So move of 120feet this round and finish next round. Arasmes and Caliphana keep watch while running for threats. Perception checks. Arasmes 1d20 + 6 ⇒ (9) + 6 = 15 Caliphana 1d20 + 15 ⇒ (16) + 15 = 31

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