Dawn of Legends (A Legacy of Failure) (Inactive)

Game Master JamZilla

Train!

Rolls sheet


2,601 to 2,650 of 3,515 << first < prev | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | next > last >>

Male Human Mesmerist - Bard 6 INIT +1, PPT+10, FORT +5, REF +7,WILL +15,CMB+4, CMD +16,BA +4,AC 17,EAC 15, T 11, FF 15 HP 45

we have the get inside! Sterne shouts into the blistering wind that slams into him as he struggles to stay on top of the train, the difference between movie physics and the real world painfully apparent.
After the long ride the night before and the hours spent in the punishers lair Sterne was tired, dog tired and any moment now he felt his grip would fail and he would plummet off the back of the train.
Gritting his teeth he edged toward the edge of the freight car and attempts to climb down,
As Ebon passes him Sterne reaches out and lightly touches his bare ankle, the brief physical connection allowing him to create a mental one and he absorbs a fraction of the martial artists skill.
For an instant Sterne was transported somewhere else, he could see a vast drop below him but he felt no fear only a calm surety in his own ability. Looking upwards he could see a rough cliff face before him, could smell the moss that clung to the rocks and somewhere high above he could hear the cry of an eagle as it soared between the great mountain peaks and reaching out he began to climb with deft confident movements his fingers finding the smallest of cracks to cling onto.
Snapping back to reality Sterne began the hazardous climb down from the roof of the train.

casting borrow skill, I am going to borrow Ebons climb skill to give me a boost. Fatigue is not helping :)
Ebon I am assuming/ hoping you have 5 ranks in climb?

climb: 1d20 + 4 ⇒ (14) + 4 = 18


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Spore's concern for the others kicks up a level as they start flailing around. Unwilling to risk a second test of acrobatics today, he instead forms a sharp, wavy edge with one of his arm-vines– not dissimilar to one he'd seen in Castle's hideout. Sizing up the seams in the metal, while holding tight to the rail with his left hand, Spore makes an aggressive cut into the train.

Swift action using 'Exploit weakness' brawler ability to try and ignore harness.
DC is harness of the train roof: 1d20 + 3 + 5 ⇒ (18) + 3 + 5 = 26

Attack1: 1d20 + 8 - 2 - 2 ⇒ (9) + 8 - 2 - 2 = 13
Damage1: 1d6 + 8 + 4 ⇒ (2) + 8 + 4 = 14

Attack2: 1d20 + 8 - 2 ⇒ (17) + 8 - 2 = 23
Damage2: 1d6 + 8 + 4 ⇒ (4) + 8 + 4 = 16


Male Human Mesmerist - Bard 6 INIT +1, PPT+10, FORT +5, REF +7,WILL +15,CMB+4, CMD +16,BA +4,AC 17,EAC 15, T 11, FF 15 HP 45

Forgot to say, i am maintaining inspire competance as well so everyone still gets the +2 to skill checks


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Id like to know if anything is going to happen to trystt/what it looks like with Spore busting the room did it do anything?


The roof buckles badly under Spore's assault. He pounds his bark-covered fists down onto the steel but doesn't quite punch his way through yet.

Napalm and Trystt try to climb down but the powerful winds rip at them and both lose their footing almost simultaneously.

Napalm reflex: 1d20 + 10 ⇒ (20) + 10 = 30 Success
Trystt reflex: 1d20 + 8 ⇒ (1) + 8 = 9 Fail

Napalm topples off the edge of the train but he reaches out at the last moment and grabs out at something, anything. He catches a rail that runs along the roof and his arm is almost ripped out of it's shoulder socket as he is bashed and bundled against the side of the train but somehow, he keeps hold.

Napalm damage: 2d6 ⇒ (6, 5) = 11

Trystt is not so fortunate. Despite her mastery over winds and elements, she is pulled off the roof of the train like a ragdoll. The last the group sees of her is her pale hair disappearing over the edge in a halo of blue.

Trystt fall damage: 5d6 ⇒ (6, 2, 5, 1, 3) = 17

She hits the ground hard and it is only through some miracle that she isn't pulled under the train to her death. As it is, she bounces and slides along the gravel in which the tracks sit, her skin torn and bruised as she scrambles to a halt.


Trystt, you are going to have one round to get back on the train. You can do this by running and jumping on board with an athletics check or through some other means you think would be appropriate.


The map is quite complex unfortunately, but I think we are good without it for now. I have 4 days off work coming up starting Thursday so I plan on doing a bunch of maps for upcoming events so I don't slow us down :)


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Can I see what's happening? If not, I'll roll another round of train punching.


You can see that Trystt and Napalm had.... difficulties

Another round of punching will definitely get you through it


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Spore continued to assault the train roof, making significant progress. He sees Trystt and Napalm struggling, but continues, trying to make them a way inside the train and away from danger. The wind seems if anything to have gotten faster, or maybe just scarier, and it whistles as it blows through Spore in parts, separating his vines in places and pulling them back and up into the sky trailing behind him. 'Come on Trystt...' he thinks, pleading that she's OK.

Exploit Weakness: DC = Hardness of material to ignore hardness/DR: 1d20 + 3 + 5 ⇒ (3) + 3 + 5 = 11

Attack1: 1d20 + 4 ⇒ (13) + 4 = 17
Damage1: 1d6 + 12 ⇒ (1) + 12 = 13

Attack2: 1d20 + 4 ⇒ (18) + 4 = 22
Damage2: 1d6 + 12 ⇒ (6) + 12 = 18

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |
GM-JZ wrote:
Trystt is not so fortunate. Despite her mastery over winds and elements, she is pulled off the roof of the train like a ragdoll. The last the group sees of her is her pale hair disappearing over the edge in a halo of blue.

A long moment passes, the imaginary music swells, and a long mane of blue hair appears over the edge of the train, followed by the smudged, but beaming face of Trystt. She is clearly flying and ecstatic. "Well, that's new," she tries to quip, but her joy ruins the attempt at dry humor.

-------------------------------------------------------------------

In a weird way, I was hoping for this scene. GM, any chance I can use the flight hex before the fall damage? If not, that's cool, just figured I'd ask. If it helps justify it, I had feather fall active. =)

HP: 7/33(fatigued)(DR:5)
AC: 21/20
AP: 5/6
Witch 1: 4/8
Witch 2: 1/5
Flight Hex: 4/5
Healing Hex used: Ebon | Trystt


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Pain shoots through Napalm arm and shoulder right before his body slams into the side of the train. He tries to pull up with his arm only to have a blinding pain rip though his shoulder, nearly making him pass out. That might be dislocated...Should have at least activated the vest. Stupid!

Slowly, he presses his feet against the side of the train car, just enough to give him self some leverage. Using his super-serum enhanced quickness, he swaps arms just before he's carried off the train by the wind. He pulls himself back up to the roof in time to see Spore tearing open the roof. Napalm tries to launch himself down into the hole.

Athletics: 1d20 + 5 ⇒ (16) + 5 = 21


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Spore looks back for Trystt after he widens the hole he started, hopeful that his friend was able to manage something to stay on the train. He worried about her often, sure, but he knew she was more than capable. Catching a glimpse of her as she rises on the wind, he smiles, relieved.


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

I was going to ask if I could go grab her but that works too.

Ebon stomach drops as he sees Tyrstt flung off the train, just as quickly as she is flung off she appears again flying back into the train. "A handy trick." He shouts over the sound of whipping wind. "Let's get in there!" He shouts again.

With that can I jump down through the hole Spore created?


Trystt wrote:
GM-JZ wrote:
Trystt is not so fortunate. Despite her mastery over winds and elements, she is pulled off the roof of the train like a ragdoll. The last the group sees of her is her pale hair disappearing over the edge in a halo of blue.

A long moment passes, the imaginary music swells, and a long mane of blue hair appears over the edge of the train, followed by the smudged, but beaming face of Trystt. She is clearly flying and ecstatic. "Well, that's new," she tries to quip, but her joy ruins the attempt at dry humor.

-------------------------------------------------------------------

In a weird way, I was hoping for this scene. GM, any chance I can use the flight hex before the fall damage? If not, that's cool, just figured I'd ask. If it helps justify it, I had feather fall active. =)

HP: 7/33(fatigued)(DR:5)
AC: 21/20
AP: 5/6
Witch 1: 4/8
Witch 2: 1/5
Flight Hex: 4/5
Healing Hex used: Ebon | Trystt

This is absolutely fine, Trystt, a really cool moment :)


With Spore ripping a hole in the roof, tearing the steel back like it were tin foil, Napalm and Ebon drop inside.

The car is full on all sides with wooden crates all tethered together and lashed to the sides of the car. A narrow space runs along the middle allowing access to the door that sits in the far wall.


Trystt I still need an athletics check for you to grab hold of the train - you can't fly as fast as it is travelling and don't want to get left behind.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Having seen Trystt faring well, Spore tumbles into the container, after waving to Sterne to follow them down inside.

When he lands, he moves out of the way so the others can fall in safely. Then, with a diligent eye, he scans up and down the aisle of crates, looking for residual traces of anything mystical or alien.
Detect Magic


Nothing magical in here that you can detect


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Wasnt sure if I had missed the map update or if you hadn't got it up yet.

Dropping down from the roof Ebon moves quickly to make sure the area is clear and safe.

Perpceiton: 1d20 + 12 ⇒ (15) + 12 = 27

"Let's make sure we're safe and then we move cart by cart." He looking around and waits for the others to drop in.

I know I missed this but is there one cart behind us or are we currently at the very back?


No map yet, that'll be up tonight

There is one cart behind you and several in front

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Athletics: 1d20 + 3 ⇒ (1) + 3 = 4 Oh, boy.


Someone better help Trystt if they can. Who is still on the roof?


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Well damn, I assume she was ok now with fly - I don't think I would have gone before if Spore was also going down.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Yikes, sorry. I figured she'd be fine now that she was flying! Sterne is still up there.If he can't help, I can go back up and throw her a vine with Tanglevine maybe?


That's pretty cool Spore, I'll allow you to open the door to the rearmost car and throw a tanglevine to Trystt as the train goes past


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

That's really cool! A lot cooler than what I had planned.


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Distraught that after he finishes scanning the crates Trystt hasn't shown up yet, Spore charges to the back of the train, kicking through the door separating them from the last car. When he moves to the back of 'that' car and throws open the door, he brings himself to a stop just in time, grabbing onto a railing that (thankfully) holds against his weight and momentum). From there he looks up, and sees Trystt struggling to hold onto the edge of the last car's top corner. Most of her weight seems to be held up by the winds she commands, but still, between the speed of the car and the vibrations in the vehicle, she can't seem to pull herself into safety.

"Trystt," he rumbles, "down here!"

Eschewing careful aim in favor or timing and instinct, Spore shoots a vine forward form his arm, extending it wrap around Trystt's flailing ankle JUST as her hands slip from the edge. Pulling her down over the railing and onto the car's small landing, Trystt lands on top of him and they both fall in a heap. When she groans and begins to move, Spore smiles his big grin.

"Got you!"


Male Human Mesmerist - Bard 6 INIT +1, PPT+10, FORT +5, REF +7,WILL +15,CMB+4, CMD +16,BA +4,AC 17,EAC 15, T 11, FF 15 HP 45

not much I can do to help Trystt sorry :( unless she has to make a save and I can use saving finale, where would I have gone with my climb check j?

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

A relieved and still exuberant Trystt grabs Spore in as big a hug as the tiny young woman can manage and a kiss on the cheek. "Oh my... thank you, that was close. But, did you see? I was flying, can you believe that? Did you see?" The words come out in a rush.


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Napalm kneels down on the floor of the train car as the others file in. He winces at the pain in his shoulder, then takes a deep breath. He suddenly grabs his arm and yanks it hard, letting a small yell out. The mutant slowly rises gingerly lifting the arm of his previously dislocated shoulder. "Well, that was fun."

He presses a button on his vest, activating the impact foam in it. "Ok, let's see what is so important about this train."

We'll call that using a CLW. Then using Ablative Barrier
CLW: 1d8 + 1 ⇒ (7) + 1 = 8


Round 1 - Heroes

Spore, you haven't reeled Trystt in just yet.

Trystt whips back and forth on the end of Spore's tanglevine, the wind pulling her hair back like a streak of watercolour.

Sterne climbs down into the space between the two cars as Napalm and Ebon take a moment to catch their breath.

There is the sudden pounding of boots from west of you in the car behind.

Finally got a map done! And what a work of art it is....


Train!

Slide 1 is just the overall position on the train, Slide 2 is the tactical map


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Fair enough, got a little excited and carried away with the cinematics, I suppose :D


Haha, that's no problem Spore, it's all still cinematic!


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

So how should I go about reeling her in?


Just a standard action, no check required


aka Napalm, Mutant (half-orc) Alchemist/Rogue (hp 45/45; F+8, R+11*, W+7* | KAC 19/15/15; EAC 18/15/14 | Init +4 | Perception +10*, Sense Motive +10)
Dex Mutagen:
F+8, R+13*, W+6* | KAC 22/15/18; EAC 21/15/17 | Init +6 | Perception +9*, SM +9

Napalm pulls a canister from his vest, then sinks back among the crates on the train, trying to keep out of sight. As he hears the boots coming closer, he motions to Ebon for the man to get down as well.

Stealth (Dex mutagen): 1d20 + 12 + 2 ⇒ (16) + 12 + 2 = 30


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Cool cool. I'm good sticking with the original order of events as written but slowing down like you're saying JZ, and not going all the way through the next car (my bad; thought she was on the actual back of the train). This round I'll do the reeling-in and standing up and talking:D


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Ebon takes a deep breath in and out channeling his ki. Focusing all his energy, as his chest tattoo glows for a brief moment. When he is done he seems to vibrate subtly.

Nodding to Napalm he attempts to hide about the boxes climbing in amongst them.

Stealth: 1d20 + 8 ⇒ (10) + 8 = 18

Casting Blur


Sterne and Trystt have actions this round


Male Human Mesmerist - Bard 6 INIT +1, PPT+10, FORT +5, REF +7,WILL +15,CMB+4, CMD +16,BA +4,AC 17,EAC 15, T 11, FF 15 HP 45

Climbing down between the carridges Sterne breathes a sigh of relief both for himself and for Trystt who was now tethered in mid air by spores vine like rope.
damn that was close, Pretty quick thinking Spore he says as he moves back behind him, putting some distance between him and the people approaching.
get her inside quickly, we are about to have company


Male Human Mesmerist - Bard 6 INIT +1, PPT+10, FORT +5, REF +7,WILL +15,CMB+4, CMD +16,BA +4,AC 17,EAC 15, T 11, FF 15 HP 45

I will start inspire courage as well +2 to att and damage
Moving back behind Spore he reaches out to the group and uses his abilities to boost their adrenaline and sharpen their focus as they await the trains guards to appear.

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |
The Spore wrote:
Cool cool. I'm good sticking with the original order of events as written

Ditto, so waiting to be pulled in.


Trytt, lets say you haul yourself in as your action this round then.

Round 1 - Enemy

The sound of boots continues to reverberate up the train - still from the last car. You would estimate three people by the sounds.

You begin to hear voices but not clearly enough to make out what they are actually saying.

Round 2 - Heroes


Plant Brawler/Sorcerer 6 | HP: 76/76; | AC 20/20; | Fort:+11; Ref:+8; Will:+7 | Resist: Cold 5, Acid 5 | Vulnerable: Fire | Immune: Mind-Effecting, Paralysis, Poison, Polymorph, Sleep, Stun | Low-Light Vision; Perc.+11; Init +2

Shuffling back into the main part of the penultimate car from its platform after securing Trytt and sharing in her excitement, Spore ducks into the stacks of boxes, hopefully providing some cover to himself. Preparing for the worst, he concentrates, hardening his skin to provide protection and reforming his right arm into the blade-shape.

Move action to move and draw weapon, & Std Action casting 'Lesser Resistant Armor for DR/5-. I should really re-invest in Stealth at some point, though I guess being a 7-foot tall plant monster it gets hard to fit in without camouflage...


Haha, yeah you would be pretty conspicuous!


Male Human Mesmerist - Bard 6 INIT +1, PPT+10, FORT +5, REF +7,WILL +15,CMB+4, CMD +16,BA +4,AC 17,EAC 15, T 11, FF 15 HP 45

Moving to the back of the carridge Sterne tries to open the opposite doorway, making sure they have a way out should they need it, all the while he maintains his mental grip on the party, enhancing their focus.

not taking any other actions this round j


Male Human aka Ebon - Human, Monk/Magus 6 | hp 64 | F+8 R+8 W+11 | AC K 22 E 20 | Init +6 | Perc +14

Ebon nods to Sterne as he moves past him. "Keep an eye on that door Doc." He then continues towards the back of the cart, as he moves he it seems like he is almost leaving a blur behind him.

"We need to move and breach if they have firearms they won't come to us. I'll go in first. So get ready." Standing at the door he takes a few deep breaths and brings his fists together again channeling his Ki.

Remember I have blur and now bull's strength

Dark Archive

Lady Luck: F CG Sylph Rogue/Magus/Witch(6) | HP: 39 | KAC:23* | EAC:22 | F:5 R:8 W:8 | CMD: 22 | Init: 4 | Per: 17* | Speed: 35' | Darkvision: 60' | Fame: 6 | Arcane Pool: 8 | Magus Spells: | 1st: 5 | 2nd: 3 | Witch Spells: | 1st: 8 | 2nd: 7 | 3rd: 4 |

Trystt helps Spore disentangle their limbs and then hides with him. "Oh, one other thing, don't be alarmed," she whispers. She touches Spore on the back and he disappears from view.

-------------------------------------------------------------------

Cast: Vanish-Spore(4 rounds)

Stealth(if applicable): 1d20 + 16 ⇒ (15) + 16 = 31

HP: 24/33(fatigued)(DR:5)
AC: 21/20
AP: 5/6
Magus: 4/5
Witch 1: 4/8
Witch 2: 1/5
Flight Hex: 4/5
Healing Hex used: Ebon | Trystt

2,601 to 2,650 of 3,515 << first < prev | 48 | 49 | 50 | 51 | 52 | 53 | 54 | 55 | 56 | 57 | 58 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Dawn of Legends (A PF Superhero Saga) All Messageboards

Want to post a reply? Sign in.