GMF's Shattered Star (Inactive)

Game Master Fanguar

Current map Crystal Palace - Workshops


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@Spasi (and now Rhesus): You see a tall, thin humanoid dressed in a long dark coat and a tall hat, standing off to one side. It looks vaguely elvish, but lacks a mouth. The creature is cloaked in a shifting haze of images of showing your deepest fears. Make a DC 25 Will Save or become shaken.

DC30 Know(Nature) Spasi (and Rhesus):
The creature is a type of fey known as a Boogyman. They feed off of fear and are thoroughly evil.

Koriah to Bibic, "Tons of stuff really, but no one speaks it. I'd rather be able to talk to the locals and make notes or pack out artifacts that can be analyzed later."

The disembodied voice continues,

"I know not... who they are...they disturb things that must not be disturbed.... They walk ....where the living must not walk.... Stop them you must.... I know the ways.... I can show you...."


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

1d20 + 21 + 2 ⇒ (16) + 21 + 2 = 39 Know (Nature)
1d20 + 10 + 2 ⇒ (6) + 10 + 2 = 18 Will

"You seein' what I'm seein', Rhese? That is one ugly fey, ain't it?" Spasi asks, slowly backing away from the horror. His voice is quaking.

When he is far enough away, he turns his attention to the fey.

"What are you talking about? Help us with what?" Spasi asks.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Bibic replies to Koriah, "Sure that makes sense, but sometimes the runes are carved into the wall, and rubbings, or other copies, can change the meaning if not done right. Still, talking to the locals is better - you can always hire a guide I suppose. I like Thasselonian though. It's a beautiful language."

He listens to the voice, and Spasi's question, and has nothing really to add, "Yeah, what are you talking about? Where must the living not walk? And why?"


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement resists the urge to suggest Bibic recite some Thassilonian poetry, but keeps his attention focused to the point in space where the odd voice is emanating from and appears ready to grant Bibic or Koriah the ability to gaze upon it as well, should fighting break out.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Will DC 25: 1d20 + 7 ⇒ (8) + 7 = 15
K. Nature Untrained: 1d20 ⇒ 16

"If uh, if you say so Spasi."

Rhesus backs away from the creature.


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Koriah to Bibic, "If you say so. Maybe you can teach me some,once we are done with thwarting all this nonsense."

At Spasi and Rhesus' fearful withdrawal, the voice changes. It grows stronger and takes on a nasty tone.

"It's not nice to peek... I'll be seeing you..."

Spasi and Rhesus:
You see the creature disolve into mist and seep between the stones of the floor.

The room grows silent again until Koriah says, "Well that was weird."


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi agrees with Koriah. ”That *was* weird,” Spasi looks around, keeping his See Invisibility fresh and worries. ”That was a bogeyman, a totally evil fey. We should be cautious around it,” Spasi explains.

”Now, what kinds of books was he guarding? I thought he said he could help us, but maybe he was just lying.”

Spasi will cast Detect Magic and examine the room.

1d20 + 20 + 2 ⇒ (6) + 20 + 2 = 28 Perception


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27
GM Fanguar wrote:
Koriah to Bibic, "If you say so. Maybe you can teach me some,once we are done with thwarting all this nonsense."

"Be happy to. The conjugation is a little weird, but I'm sure you'll manage."

GM Fanguar wrote:
The room grows silent again until Koriah says, "Well that was weird."

"No doubt. Spasi, do you think it'll be back - and hostile?"

He helps search.

Perception: 1d20 + 17 ⇒ (19) + 17 = 36


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement waits a few moments, certain the voice will return in a much more hostile manner.

He takes a few steps over and casually glances at a few books without really processing any titles or details.

"It's of course going to come back at the worst possible time, right? When we're fighting something else? You think its over-reacting to someone just jostling a book like this?"

Clement pokes one of the tomes nudging it an inch before pulling it back into position as he glances around for the bogeyman.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi head bobs to Bibic’s question. ”Probably maybe and without a doubt: hostile!” Spasi itches an armpit. ”Yeah, I don’t think I’m likely to want to see that again. A bad thing, that thing was. We should probably kill it.” Spasi seems shaken, but trying to get a grip.


Bibic notices something unusual about the wall at the rear of the room and finds a hidden door that opens to reveal a small study.

Inside is a single table on which lie several scrolls and a large leather-bound book. Some of the scrolls are magical (#Lootz: a scroll of planar ally, scroll of commune, and scroll of greater restoration), but one stack is a collection of documents written in Abyssal. The leather bound book is also in abyssal.

Abyssal:
Some of the scrolls refer to the scarcely documented history of the abbey after Aroden’s death. More details available if someone actually takes the time to read the whole thing. Another scroll contains of a theory that undeath is nothing more than the natural next step in a soul’s progression toward the Great Beyond.

The book is called Secrets of the Blackfire , a tome devoted to the manipulation and refocusing of magical portal. Again more info if it is actually read.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi will identify the scrolls with Read Magic, but lacks the ability to speak or read Abyssal.

”Can anyone read this shit? It’s probably important if it was hidden in here.” Spasi asks, disappointed that he can’t read it...yet.

If no one read it, he will pack it away for now.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

"Cool! A secret door!"

"Naw, I can't read that, but yes, let's bring it with us." Bibic helps pack the stuff away and is ready to proceed.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement scans a few pages of the sharp, spiky words before shaking his head.

"Not me. Maybe we can use some magic to read it later?"

He then juts a thumb towards the secret door.

"After you. You've got your special sight for a little over an hour, Reese. Best we use it while you got it."


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus shrugs and moves to open the door.

"Let's do it."


The small room with the book was what was behind the secret door. Unless anyone can read Abyssal, you're done with it. If you're ready to keep exploring, D3 or D8 would be the next logical choice. Any preference?


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

The current map shows the 'C' level.

Bibic, bow at the ready, follows the others toward D3. He's just sure that's the right way to go.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi agrees that D3 is the way to go. It makes perfect sense.

”Yeah, let’s go that way.”


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement nods, seeing if the group is making a decision that there's rarely a reason to suggest otherwise.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Rhesus engages in barbarian trap detection and door opening as he leads the way.


@Bibic: Ya I know, the website wasn't letting me update the campaign tab for the longest time, so I put the link in profile (see 'Shattered Star Map' link above. That being said, everything seems to be back in order, so I have updated the link to the current map.

D3

This part of the level appears to be a suite of personal chambers that must have belonged to the original acolytes of Groteus that lived here. The chamber farthest to the west is a shared lavatory, with a toilet that features a midden chute that empties out the side of the cliff. The other rooms are filled with ancient and fragile furniture. Any personal effects appear to have been long removed.

The rooms do have a lived in look to them and you suppose that this is where the sinspawn you just fought were staying. On the floor in one of the rooms you find a quiver of particularly nasty looking arrows, apparently forgotten in haste when the creatures rushed to investigate the explosion you caused.

#Lootz: +2 Human bane arrows x20

From here, the next stop will be D4 or D6.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

(Oh, right, sorry - you did mention that and I forgot. Thanks for getting it fixed!)

Bibic pokes around here and there, but gets very excited at the arrow selection. He's got them half way loaded into his quiver before pausing and asking, "Anybody mind if I take these?"

He doesn't, quite, rub his hands evilly, but he does have a fine grin on his face for a while.

As D6 is open, I expect we'll drift into the chamber, then open the door to D4 after.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Spasi waves his hand at Bibic, indicating he won't be using the arrows.

He follows Bibic, looking around from behind for dangers.

1d20 + 20 + 2 ⇒ (8) + 20 + 2 = 30 Perception


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Clement pauses for a moment to observe the sinspawn "quarters".

"So those things were... smart? And lived here?"

Clement briefly imagines the sinspawn gathered around a table rolling dice while they waited for the Groetans to give them orders and shakes his head.

Clement briefly considers using the lavatory, realizes he hasn't been hydrating since they descended and quickly takes a swig from his canteen before using his magic to refill it.

He plods alongside Rhesus to the next open chamber (D6, then D4 as Bib indicated).


D6

This room is decorated with frescoes showing fantastic images of the space beyond the sky, a black expanse populated by anthropomorphized suns, beast-shaped constellations, and multicolored worlds.

A flight of stairs leads deeper into the complex.

D4

The door to this room is ajar.

Inside is a finely furnished lounge containing a cushioned wooden bench, wall-mounted glass cabinets, a round table with wooden chairs, and a large bulky chest. The table itself has been fitted with straps around its circumference that would be just about right to restrain a human atop it by the ankles and wrists.

And indeed a man is currently strapped to the top of the table: a pale-skinned naked man covered with numerous shallow cuts and painful-looking bruises. Two seductive women covered with piercings, tattoos, and scars are in the midst of tormenting him, but they turn their attention towards you at your arrival.

Initiative:

Rhesus: 1d20 + 2 ⇒ (3) + 2 = 5
Spasi: 1d20 + 12 ⇒ (15) + 12 = 27
Bibic: 1d20 + 3 ⇒ (18) + 3 = 21
Clement: 1d20 + 0 ⇒ (12) + 0 = 12
Enemy: 1d20 + 4 ⇒ (13) + 4 = 17

Combat?
27 Spasi
21 Bibic
17 Ladies
12 Clem
5 Rhesus

Spasi and Bibic may act

Know(planes DC18):
They appear to be Kytons.

Know(planes DC28):
They are in fact animate dreams that have taken the form of kytons.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

1d20 + 21 + 2 ⇒ (4) + 21 + 2 = 27 know (planes)

Round 1

”Kytons. They are evil bastards. Let’s be careful,” Spasi says, casting Haste and moving back 30’.

Questions: DRs? Special attacks?


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 1, Initiative: 21
HP: 61/61; AC: 16 (T14/FF12)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Move: Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Standard: Longbow (cold iron): 1d20 + 13 + 6 ⇒ (6) + 13 + 6 = 25 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (4) + 12 + 3 + (2) = 21 (point blank, inspiration, sonic)

Conditions:
Heroism (35/110m), Resist Fire (30, 1/30m), Hasted
Weapon Equipped = Longbow
Cold Iron Arrows = 54/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
Bardic Performance = 22/26 (+2 round lingering, move action)
Boots of Speed = 9/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (4/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere

Bibic begins to inspire courage and takes a single shot at one of the maidens.

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


@Spasi: You've fought kytons before. You're pretty familiar with their basic abilities.

Bibic's arrow passes straight through the creature, though it does seem to cause it pain.

@Spasi: These are not real kytons.

The creatures both cast confusion on the party. It's got a 15' radius, so it should double up on everyone except Spasi. DC19 will save or confused for 12 rounds.

Koriah save 1 DC19: 1d20 + 5 + 2 ⇒ (5) + 5 + 2 = 12
Koriah save 2 DC19: 1d20 + 5 + 2 ⇒ (17) + 5 + 2 = 24

Koriah confused: 1d100 ⇒ 90
Koriah is up front, so probably next to Rhesus

Koriah, in the throes of the spell, attacks Rhesus:

Attack: 1d20 + 13 ⇒ (19) + 13 = 32
Confrim?: 1d20 + 13 ⇒ (16) + 13 = 29 Crit: 2d10 + 8 + 1d6 ⇒ (1, 5) + 8 + (1) = 15
Attack: 1d20 + 8 ⇒ (5) + 8 = 13
Attack: 1d20 + 3 ⇒ (13) + 3 = 16
Attack: 1d20 + 13 ⇒ (11) + 13 = 24 Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Attack: 1d20 + 8 ⇒ (10) + 8 = 18
Attack: 1d20 + 3 ⇒ (3) + 3 = 6

Everyone is up.

Consion Table:

Table: Confusion Effects
d% Behavior
01-25 Acts normally
26-50 Does nothing but babble incoherently
51-75 Deals 1d8 points of damage + Str modifier to self with item in hand
76-100 Attacks nearest creature (for this purpose, a familiar counts as part of the subject’s self)

Baddies:

XP 4,800
NE Medium outsider (extraplanar, incorporeal)
Init +4; Senses darkvision 60 ft.; Perception +17

DEFENSE

AC 20, touch 20, flat-footed 15 (+5 deflection, +4 Dex, +1 dodge)
hp 80/90 90 (12d10+24)
Fort +10, Ref +8, Will +12
Defensive Abilities incorporeal; SR 19

OFFENSE

Speed fly 40 ft. (perfect)
Melee incorporeal touch +16 (6d8 negative energy plus nightmare curse)
Spell-Like Abilities (CL 12th; concentration +17)

3/day—deep slumber (DC 18), dimension door, nightmare (DC 20)
1/day—confusion (DC 19), fear (DC 19), phantasmal killer (DC 19)

STATISTICS

Str —, Dex 18, Con 15, Int 10, Wis 15, Cha 21
Base Atk +12; CMB +16; CMD 32
Feats Blind-Fight, Combat Casting, Dodge, Flyby Attack, Iron Will, Mobility
Skills Bluff +20, Fly +12, Intimidate +20, Knowledge (planes) +15, Perception +17, Sense Motive +17, Stealth +19
Languages telepathy 100 ft.

SPECIAL ABILITIES

Nightmare Curse (Ex)
An animate dream’s touch puts horrifying visions in the target’s mind.

Curse—incorporeal touch; save Will DC 21; frequency 1/day; effect 1d4 Wisdom drain and target is fatigued; cure 3 consecutive saves or dispel evil, dream, or remove curse.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Round 1
HP 116/135 DR 5/-, 10/lethal, fire 2
AC 22/T15/FF20
CMD 31
F+15, R+9, W+7; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 15/28
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent:
Effects: Shield Other, Lifelink

15-5=10/2=5R5C-5=0R10C;8-5=3/2=2R1C.1R11C.

Will DC 19: 1d20 + 7 ⇒ (1) + 7 = 8
Will DC 19: 1d20 + 7 ⇒ (2) + 7 = 9

Rhesus follows the strange and arcane bylaws of the spell and hits Koriah back.

Attack: 1d20 + 16 ⇒ (4) + 16 = 20
Damage: 2d6 + 18 ⇒ (1, 1) + 18 = 20

Attack: 1d20 + 11 ⇒ (14) + 11 = 25
Damage: 2d6 + 18 ⇒ (1, 5) + 18 = 24


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 2, Initiative: 21
HP: 61/61; AC: 16 (T14/FF12)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Reaction: Will: 1d20 + 6 + 2 ⇒ (8) + 6 + 2 = 16 (heroism) vs DC 19
Reaction: Will: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 (heroism) vs DC 19
Confusion: 1d100 ⇒ 89 (attack nearest creature, which I assume is Spasi)
Lingers: Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow (cold iron): 1d20 + 11 + 6 ⇒ (20) + 11 + 6 = 37 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (2) + 12 + 3 + (3) = 20 (point blank, inspiration, sonic)
critthreat Longbow (cold iron): 1d20 + 11 + 6 ⇒ (8) + 11 + 6 = 25 (point blank, haste, heroism, inspiration) damage: 2d8 + 24 + 6 + 1d6 ⇒ (5, 6) + 24 + 6 + (4) = 45 (point blank, inspiration, sonic)
Longbow (cold iron): 1d20 + 11 + 6 ⇒ (16) + 11 + 6 = 33 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (3) + 12 + 3 + (4) = 22 (point blank, inspiration, sonic)
iterative Longbow (cold iron): 1d20 + 6 + 6 ⇒ (15) + 6 + 6 = 27 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (2) + 12 + 3 + (6) = 23 (point blank, inspiration, sonic)
Hasted Longbow (cold iron): 1d20 + 11 + 6 ⇒ (6) + 11 + 6 = 23 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (1) + 12 + 3 + (3) = 19 (point blank, inspiration, sonic)

Conditions:
Heroism (35/110m), Resist Fire (30, 1/30m), Hasted, Inspire Courage (1/2), Confusion (1/12r)
Weapon Equipped = Longbow
Cold Iron Arrows = 49/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
Bardic Performance = 22/26 (+2 round lingering, move action)
Boots of Speed = 9/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (4/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere

Bibic loses his shit, and sees Spasi as the true enemy here. He opens up a volley in his direction. (Sorry Spasi!)

Note: Inspiring courage is still going for everyone as it lingers…

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Not sure Spasi is the nearest creature as he moved back, and he would certainly be out of PBS range. I would think that one of the front liners earns that barrage. And if Bibic was assuming PBS vs. a foe, then it’s definitely one of the 4 in the front lines.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Good point Spasi, I missed you moved back 30'. If I had to pick a front liner that I'd be closest to, I'd have to say Koriah as he's been sweet on her and trying to stay close. Closer to her then the smelly Rhesus I suspect. But DM call, I'm fine with whatever.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 1 Init 12
HP: 126/135 | AC 27 (T1123/FF27)
F: +10 R: +6 W: +11
Spells Left Today: 1st - 6/7 | 2nd - 5/7 | 3rd - 6/7 | 4th - 4/6 | 5th - 2/4
Channels Left Today (8d6+1 each): 4/6
Summon Nature's Ally II Left Today: 1/1
Effects: Lifelink (Rhesus), Shield Other (Rhesus), Heroism, Haste
Location: Front
DELAY THEN:
SA: Cast suppress charms
MA: Draw scroll

Will DC19 #1: 1d20 + 11 + 2 ⇒ (14) + 11 + 2 = 27
Will DC19 #2: 1d20 + 11 + 2 ⇒ (20) + 11 + 2 = 33

Clement blinks a few times as he doesn't feel any... urges to hurt his allies.

Double checked and Clem did replace the last time he used this scroll

Depending on how we rule this, Clement would actually be next in initiative order, so he could potentially go into delay waiting for the first person to exhibit "murder their friends" behavior then come out and use the scroll of suppress charms and compulsions.

Init order mattered somewhat here with Koriah going first after the confusion and then causing Rhesus to attack her back. I'll let GM Fanguar decide who would be the target of Clem's scroll based on how he wants to order events, but it would seem to be it would apply to Koriah or Rhesus since Clement would use it as soon as possible and Bibic doesn't actually act until the next round.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Waiting to post to see resolution of all the above.

Spasi delays, waiting to see what happens. He will definitely act before the bad things go.


Sorry for the delay.

@Bibic: Spasi wouldn't be the closest. Other than that it's kind of a toss up between Rhesus, Clem and Koriah. Depending on what happens with Clem's action that may change.

@Clem:I'm going to rule that Clem wouldn't know who was affected by the spell until they acted. The scroll could only be used to suppress the enchantment on 1 character, as it would only be 3rd level. I think it would reasonable for you to have readied an action to see if anyone else was affected, as Koriah probably wouldn't be Clem's main concern.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

OK, random then. Alphabetical order... Clem, Koriah, Rhesus 1d3 ⇒ 2

Koriah then. Sigh, so much for Bibic's love life.


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

OK, let's say Clement comes out of delay and uses it on Rhesus.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 2, Init 27

hp 63/63+11 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+10W

Back row.
Opponent: 2 not-kytons
SA: Cast Glitterdust
MA: Fly out of sight.

1d20 + 23 + 2 ⇒ (13) + 23 + 2 = 38 Spellcraft

Spasi listens to the spells being cast and knows their effects on weaker minds. He reminds himself to stay away even before Koriah is riddled with arrows.

Looks like I won't be the only one expelled from the Packfinders.

Spasi casts Glitterdust on the pair of jerks (DC 20 Will to avoid blindness).

Spellz:

5th: 1/5 (Lightning Arc*0,Overland*1,Echolocation*0)
4th: 1/7 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1)
3rd: 8/8 (See Invis (ext)*1,fireball*3,Haste*1,Heroism*1)
2nd: 4/8 (FalseLife*2, Glitterdust*0,Resist Energy*1,Invisibility*0, ScRay*0)
1st: 3/8 (MageArmor*1,Snowball*0,MMissile*2,Vanish*0)

Wand of Magic Missile 26/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/11: +1 to all the things. You know the deal.


Ok. So Rhesus can redirect his aggression towards the the baddies, as Clem is suppressing his confusion, or whatever.


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|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

He will do so, best if I let Bibic ruin his own love life.


Ok. Retcon to have Rhesus shake of the compusion and move and attack the nearest enemy. Will just use the first roll which hits

There is little resistance to Rhesus' swing, but does seem to cause the creature pain. THey are incorporeal.

Koriah gets lit up by Bibic, but doesn't die 32/142hp

Will save 1: 1d20 + 12 ⇒ (20) + 12 = 32
Will save 2: 1d20 + 12 ⇒ (3) + 12 = 15

The blinded creature sinks into the stone of the floor, leaving a pool of shiny dust. The other attacks Rhesus.

Attack vs Rhesus (vs Touch AC): 1d20 + 13 ⇒ (18) + 13 = 31 Damage? (negative energy): 6d8 ⇒ (5, 2, 1, 5, 4, 6) = 23 and give me a will save please

Koriah moves to attack Bibic:
Attack vs Bibic: 1d20 + 13 ⇒ (11) + 13 = 24 Damage?: 1d10 + 4 + 1d6 ⇒ (7) + 4 + (1) = 12

Everyone is up again.

Baddies:

XP 4,800
NE Medium outsider (extraplanar, incorporeal)
Init +4; Senses darkvision 60 ft.; Perception +17

DEFENSE

AC 20, touch 20, flat-footed 15 (+5 deflection, +4 Dex, +1 dodge)
hp 70/90 90 (12d10+24)
Fort +10, Ref +8, Will +12
Defensive Abilities incorporeal; SR 19

OFFENSE

Speed fly 40 ft. (perfect)
Melee incorporeal touch +16 (6d8 negative energy plus nightmare curse)
Spell-Like Abilities (CL 12th; concentration +17)

3/day—deep slumber (DC 18), dimension door, nightmare (DC 20)
1/day—confusion (DC 19), fear (DC 19), phantasmal killer (DC 19)

STATISTICS

Str —, Dex 18, Con 15, Int 10, Wis 15, Cha 21
Base Atk +12; CMB +16; CMD 32
Feats Blind-Fight, Combat Casting, Dodge, Flyby Attack, Iron Will, Mobility
Skills Bluff +20, Fly +12, Intimidate +20, Knowledge (planes) +15, Perception +17, Sense Motive +17, Stealth +19
Languages telepathy 100 ft.

SPECIAL ABILITIES

Nightmare Curse (Ex)
An animate dream’s touch puts horrifying visions in the target’s mind.

Curse—incorporeal touch; save Will DC 21; frequency 1/day; effect 1d4 Wisdom drain and target is fatigued; cure 3 consecutive saves or dispel evil, dream, or remove curse.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 3, Initiative: 21
HP: 49/61; AC: 16 (T14/FF12)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Lingers: Inspire Courage (Su) +2 att/dam (competence), +2 save vs fear (morale), & +d6 sonic damage within 30’
Full: Longbow (cold iron): 1d20 + 11 + 6 ⇒ (2) + 11 + 6 = 19 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (2) + 12 + 3 + (5) = 22 (point blank, inspiration, sonic)
Longbow (cold iron): 1d20 + 11 + 6 ⇒ (2) + 11 + 6 = 19 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (7) + 12 + 3 + (3) = 25 (point blank, inspiration, sonic)
iterative Longbow (cold iron): 1d20 + 6 + 6 ⇒ (2) + 6 + 6 = 14 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (2) + 12 + 3 + (3) = 20 (point blank, inspiration, sonic)
Hasted Longbow (cold iron): 1d20 + 11 + 6 ⇒ (8) + 11 + 6 = 25 (point blank, haste, heroism, inspiration) damage: 1d8 + 12 + 3 + 1d6 ⇒ (1) + 12 + 3 + (1) = 17 (point blank, inspiration, sonic)

Conditions:
Heroism (35/110m), Resist Fire (30, 1/30m), Hasted, Inspire Courage (2/2), Confusion (2/12r)
Weapon Equipped = Longbow
Cold Iron Arrows = 49/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 16/16
Reptile Bane Arrows = 1/1
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
Bardic Performance = 22/26 (+2 round lingering, move action)
Boots of Speed = 9/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (4/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere

”Foul temptress, you shall not have me this day!” Bibic cries out as he attacks the last creature to strike him - Koriah. He steps back 5’ to avoid the AoO before unleashing his quiver. Feebly as it turns out.

Note: Inspiring courage is still going for everyone as it lingers…

Ongoing Party Effects:
Inspiring Courage: Everyone gets +2 to attacks, damage (competence) and +2 vs fear (morale), and +d6 sonic damage within 30’
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

What's Koriah's AC? Clement will try to prevent her outright murder at Bibic's hands but need to know where she's at after that latest assault! I imagine if Bibic drops her with any arrow he sends the next arrow at the next closest target..


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Actually I imagine if she drops, Bibic stops for the round.

He was reciprocating attacks, not attacking the nearest opponent this round. So even better if she drops, but I think I missed with all but maybe the last shot so she may still be up and about to attack Bibic next round.


|| AC 23/T16/FF21 | HP 198/198 | F +18 R +10 W +9 | Init +2 | Perception +17 | Sense Motive +0 Human (Shoanti) Barbarian (Invulnerable Rager, Urban Barbarian) 15

Status
HP 99/135 DR 5/-, 10/lethal, fire 2
AC 25/T15/FF23
CMD 31
F+15, R+9, W+7; +2 insight bonus vs. transmutation spells, +4 morale bonus vs. spells, supernatural abilities, and spell-like abilities while raging but must resist all spells, even allies'
Rage: 15/28
Shard of Greed: 1/1
Eater of Magic: 1/1/Rage
SA: +1 to Confirm Earthbreaker critical, +3 damage vs spellcasters while raging, +1 damage while flanking
Row: Front
Opponent:
Effects: Shield Other, Lifelink, Inspired, Haste

23/2=12R11C-5=7R16C.

Will DC 21: 1d20 + 7 ⇒ (19) + 7 = 26

Rhesus shouts as the talons swipe into him, then attacks!

Rage

Attack: 1d20 + 21 ⇒ (2) + 21 = 23
Damage: 2d6 + 24 + 3 ⇒ (2, 1) + 24 + 3 = 30
Sonic: 1d6 ⇒ 2

Attack: 1d20 + 21 ⇒ (13) + 21 = 34
Damage: 2d6 + 24 + 3 ⇒ (4, 2) + 24 + 3 = 33
Sonic: 1d6 ⇒ 6

Attack: 1d20 + 16 ⇒ (10) + 16 = 26
Damage: 2d6 + 24 + 3 ⇒ (2, 4) + 24 + 3 = 33
Sonic: 1d6 ⇒ 1


AC 29 T 15 FF 29 CMD 30 | HP 195 | F +14* R +9 W +15 | Init. +0 | Perc +20 Sense +10

Round 2 Init 12
HP: 110/135 | AC 27 (T1123/FF27)
F: +10 R: +6 W: +11
Location: Front
MA: Draw scroll
SA: Cast calm emotions

Conditions:


Effects: Lifelink (Rhesus), Shield Other (Rhesus), Heroism, Haste
**
Spells Left Today: 1st - 6/7 | 2nd - 5/7 | 3rd - 6/7 | 4th - 4/6 | 5th - 2/4
Channels Left Today (8d6+1 each): 4/6
Boots Left Today: 1/1
Summon Nature's Ally II Left Today: 1/1
**
Potion: CLW (3), CMW, remove blindness
Scrolls: air walk, bless, calm emotions, delay poison, silence, remove curse, remove disease,
obscuring mist, remove blindness, remove fear, remove sickness, water breathing (2)
Wands: spiritual weapon (9)

Clement, observing Koriah nearly murdered what he presumes is another pack of enemy arches, pivots on his foot to address the latest threat.

He stops for a moment as he only notices Bibic in the distance with a bewildered look on the elf's face.

Glancing back to confirm the fletchings sticking out of Koriah match Bibic's, he hastily summons another scroll from his haversack and reads the words written upon it.

Draw scroll of calm emotions, read it. It's a 20ft radius burst on the back row that will negate the confusion as well as other effects like inspire courage.


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 3, Init 27

hp 63/63+11 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+10W

Back row.
Opponent:
SA: Cast Magic Missile.
MA: Fly out of sight of Bibic, who appears to be in quite the pisser mood.

Clem will respond to scrolls research tonight or tomorrow. Hard to do research from iPad.

Spasi wands out a Magic Missile at the remaining foe.

5d4 + 5 ⇒ (4, 4, 4, 3, 1) + 5 = 21 force damage

Spellz:

5th: 1/5 (Lightning Arc*0,Overland*1,Echolocation*0)
4th: 1/7 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1)
3rd: 8/8 (See Invis (ext)*1,fireball*3,Haste*1,Heroism*1)
2nd: 4/8 (FalseLife*2, Glitterdust*0,Resist Energy*1,Invisibility*0, ScRay*0)
1st: 3/8 (MageArmor*1,Snowball*0,MMissile*2,Vanish*0)

Wand of Magic Missile 25/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/11: +1 to all the things. You know the deal.


Koriah is not yet dead, as Bibic rolled terribly this round. 15/142hp

Rhesus and Spasi wound the incorporeal creature, but it does not fall.

Forgot to roll for blind at the end of last round. Will: 1d20 + 12 ⇒ (1) + 12 = 13, still blind

The visible creature attack Rhesus again,

Attack vs Touch AC: 1d20 + 16 ⇒ (10) + 16 = 26 Damage: 6d8 ⇒ (7, 7, 1, 7, 3, 1) = 26 (negative energy)

Koriah shakes her head, "Wha..." She takes a moment and casts a spell on herself. Cure moderate: 2d8 + 8 ⇒ (1, 8) + 8 = 17 HP: 32/142hp

Blind save again: 1d20 + 12 ⇒ (16) + 12 = 28 Blind falls off, but the creature is still in the stone floor.

Everyone is up.

Baddies:

XP 4,800
NE Medium outsider (extraplanar, incorporeal)
Init +4; Senses darkvision 60 ft.; Perception +17

DEFENSE

AC 20, touch 20, flat-footed 15 (+5 deflection, +4 Dex, +1 dodge)
hp 5/90 90 (12d10+24)
Fort +10, Ref +8, Will +12
Defensive Abilities incorporeal; SR 19

OFFENSE

Speed fly 40 ft. (perfect)
Melee incorporeal touch +16 (6d8 negative energy plus nightmare curse)
Spell-Like Abilities (CL 12th; concentration +17)

3/day—deep slumber (DC 18), dimension door, nightmare (DC 20)
1/day—confusion (DC 19), fear (DC 19), phantasmal killer (DC 19)

STATISTICS

Str —, Dex 18, Con 15, Int 10, Wis 15, Cha 21
Base Atk +12; CMB +16; CMD 32
Feats Blind-Fight, Combat Casting, Dodge, Flyby Attack, Iron Will, Mobility
Skills Bluff +20, Fly +12, Intimidate +20, Knowledge (planes) +15, Perception +17, Sense Motive +17, Stealth +19
Languages telepathy 100 ft.

SPECIAL ABILITIES

Nightmare Curse (Ex)
An animate dream’s touch puts horrifying visions in the target’s mind.

Curse—incorporeal touch; save Will DC 21; frequency 1/day; effect 1d4 Wisdom drain and target is fatigued; cure 3 consecutive saves or dispel evil, dream, or remove curse.


Male Elf AC26/T19/FF20 / F +12 R +19 W +13 / Init. +6 / Perc. +28 / Sense Motive +27

Round 4, Initiative: 21
HP: 49/61; AC: 16 (T14/FF12)
F: +7, R: +10, W: +6
Location: Back row
Opponent: None
Full: Longbow (cold iron): 1d20 + 11 + 4 ⇒ (15) + 11 + 4 = 30 (point blank, haste, heroism) damage: 1d8 + 12 + 1 ⇒ (7) + 12 + 1 = 20 (point blank)
Longbow (cold iron): 1d20 + 11 + 4 ⇒ (8) + 11 + 4 = 23 (point blank, haste, heroism) damage: 1d8 + 12 + 1 ⇒ (8) + 12 + 1 = 21 (point blank)
iterative Longbow (cold iron): 1d20 + 6 + 4 ⇒ (17) + 6 + 4 = 27 (point blank, haste, heroism) damage: 1d8 + 12 + 1 ⇒ (1) + 12 + 1 = 14 (point blank)
Hasted Longbow (cold iron): 1d20 + 11 + 4 ⇒ (18) + 11 + 4 = 33 (point blank, haste, heroism) damage: 1d8 + 12 + 1 ⇒ (2) + 12 + 1 = 15 (point blank)

Conditions:
Heroism (35/110m), Resist Fire (30, 1/30m), Hasted, Confusion (3/12r)
Weapon Equipped = Longbow
Cold Iron Arrows = 49/54
Silver Blunt Arrows = 16/16
Adamantine Salted Arrows = 16/16
Ghost Salted Arrows = 12/16
Reptile Bane Arrows = 1/1
Undead Bane Arrows = 7/7
Human Bane Arrows = 20/20
Bardic Performance = 22/26 (+2 round lingering, move action)
Boots of Speed = 9/10 (+1 attack, +1 bonus on attack rolls, and a +1 dodge bonus to AC and Reflex saves)
Shard Major Image = 1/1
LoreMaster = 1/1 (take-20 on any knowledge check, standard action)
Bow Attack Mods: BAB +8/3, Dex +4, Weapon Focus +1, Bow +3, (Rapid Shot -2), (Deadly Aim -3)
Bow Damage Mods: Composite Bow +3, Bow +3, (Deadly Aim +6)
Bard Spells: (CL 11, Con: +15, SR +13, DC: 14+)
0) Detect Magic, Light, Mending, Prestidigitation, Read Magic, Spark
1) (5/6) Cure Light Wounds, Feather Fall, Grease, Timely Inspiration, Unseen Servant
2) (3/5) Calm Emotions, Cure Moderate Wounds, Glitterdust, Heroism
3) (4/4) Cure Serious Wounds, Dispel Magic, Haste, Invisibility Sphere

”Aha! Casting curing spells ay! That will not… Oh. Hey. Ow. OK then. Thanks Clem!” Bibic shouts as his mind de-scrambles. Mostly.

He turns his attentions to the actual bad guys, and lets loose a more mellow volley. The bow is magic, but more importantly he uses his ghost salted arrows to overcome their incorporeality.

Note: Inspiring courage is over, even for those not in the calming area of effect.

Ongoing Party Effects:
Haste: Everyone gets +1 attack, +1 to attacks, +1 reflex save, +1 AC, +30’ movement (dodge)


Taldan Magicky Guy:
AC 16/12/14 (+4 w/Mage Armor) /HP: 131 / F +14 R +12 W +16 / Init. +12 / Perc. +26/ Sense Motive +2/Arc29/Dund25/Eng13/Geog14/Hist22/Local27/Nat27/Plns27/Rel28/Spllcrt29 Percept 26

Round 4, Init 27

hp 63/63+11 temp; AC 16/12T/14FF; CMD 14
+6F/+7R/+10W

Back row.
Opponent:
SA: Cast Magic Missile.
MA: Move slightly closer to fire wand again.

Spasi wands out a Magic Missile at the remaining foe.

5d4 + 5 ⇒ (2, 3, 2, 1, 1) + 5 = 14 force damage

Spellz:

5th: 1/5 (Lightning Arc*0,Overland*1,Echolocation*0)
4th: 1/7 (Gr Invis*0, Stone Shape,DDoor*0,SMIV*0, Ext Heroism*1)
3rd: 8/8 (See Invis (ext)*1,fireball*3,Haste*1,Heroism*1)
2nd: 4/8 (FalseLife*2, Glitterdust*0,Resist Energy*1,Invisibility*0, ScRay*0)
1st: 3/8 (MageArmor*1,Snowball*0,MMissile*2,Vanish*0)

Wand of Magic Missile 24/50 CL 9 left
Wand of Fly 6 4 left
Arcane Bolt: (0/10) used

Haste Round 1/11: +1 to all the things. You know the deal.

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