GM Sappy's Rise of the Runelords - Little Heroes

Game Master Sapiens

Maps and Handouts


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Male Drow Magus (Kensai, Sphere Magus) 2, AC 18, T 18, FF 13 | F +2/R+3/W+3 | HP 11/11 | CMB +1, CMD 16/11F | Init +3 | Perception +1 | Condition: None

Tough decision! Vorin doesn't believe they will convince the adults to bring them, and the only thing he sure on is he wants to be involved.

Out of character, Emmy's plan seems to be the best to me. Closer to morning is probably best all around. On top of having the backup eventually show up if they mess up, the humans in the group will have an easier time seeing. :-)


Male Human Slayer 2 | HP 11/18 | CS 3/3 | F +4 R +6 W -1 | AC 17 T 13 FF 14 CMD 17 | Init: +4 Perception: +4

It'd be easy for James to see Emmy's plan as a compromise. After all, he doesn't want to play the adult!


Male Human (Chelish) Prodigy 1 | HP 9/9 | F +1 R +5 W +3 | AC 17 T 13 FF 14 CMD 14 | Init: +3 Perception: +3 | Spell Points 1/5 | Mind Sphere DC 13

Hi everyone, really sorry about the lack of posting, I've had a really average week, leading on to my next apology that I will be unable to post for the next 3 weeks. Feel free to bot me, kick me, or have me drop out and back in at your discretion, I realise it's a long time and I will have no hard feelings.

Best wishes, Aipaca


Male Drow Magus (Kensai, Sphere Magus) 2, AC 18, T 18, FF 13 | F +2/R+3/W+3 | HP 11/11 | CMB +1, CMD 16/11F | Init +3 | Perception +1 | Condition: None

Copying to all my games.

I really hate this time of year. :-( I've caught yet another cold or flu or something, and even dictating this is extremely painful. Bot me as necessary, but I'll be a few days. I'm very, very sorry! I'll be back ASAP!


Back from holidays! Business should resume shortly.

Roger that, botting a human and a drow. No sweat! James is up, then the botted two and Minodora.


Male Human Slayer 2 | HP 11/18 | CS 3/3 | F +4 R +6 W -1 | AC 17 T 13 FF 14 CMD 17 | Init: +4 Perception: +4

"Minodora's defense is uncannily solid from all sides" - does this indicate that she is immune to flanking? A number of us use flanking to do sneak, so if she is immune to that, she'll be immune to flank as well.

There's a very good chance when James acts he is going to provoke, and a reasonable chance the AoO will take him out.
If he stands up, he provokes.
If he moves away, he provokes.

He *can* use Tactics and/or Shout... but is then prone in front of a very dangerous person.
Frankly I think his best action for now is to see if the other two boys take her out.

That said, I can see holding is irritating, as it forces poor Sappy to break up his posts.

IF Min doesn't go down, or get knocked down, or get moved... I think James will stay prone, fight defensively with flanking (-3 to hit and +4 AC... so total of -5 to hit and +0 AC), and maintain his all-flank power.


Back from holidays! Business should resume shortly.

It's indeed immune to flanking: the Scout Sphere can be used to get Improved Uncanny Dodge.

Holding is a perfectly valid and useful tactic, so whenever you want to use it just tell me. Breaking posts is not a problem by itself, although it does slow down the pace slightly.


Male 'Person'

How far away is she able to get and was it a straight line? Isaac is not ready to let this fight be over and could also be described as 'inhumanly fast'.

Although, now I remember I settled on Studied Target as opposed to Fast Movement for my Conscript abilities. Not that I've ever remembered to use Studied Target.


Back from holidays! Business should resume shortly.

Her speed is 50' (she only moved with her move action) and yes, it was a straight line. You are more than welcome to attempt to stop her!


Male Human Slayer 2 | HP 11/18 | CS 3/3 | F +4 R +6 W -1 | AC 17 T 13 FF 14 CMD 17 | Init: +4 Perception: +4
Isaac Drossel wrote:
Although, now I remember I settled on Studied Target as opposed to Fast Movement for my Conscript abilities. Not that I've ever remembered to use Studied Target.

Can I ask you to reconsider then? I was doing a lot around Studied Target with James, and his archetype (Vanguard) allows him to hand it over at 4th. Given the faster progression that means there's a bunch of levels where he'll be handing over the same bonus you've got anyway.

Now; it does take him a move action to do (and an action to do the studying in the first place) - but he should have plenty of those, and Vanguard init is pretty amazing.

If you still want it, go ahead. I can see that until he can hand it over it's still useful to have the bonus.

Incidentally, if you know anything that bumps the bonus, I'd be interested.


Male 'Person'

Sure, I'll swap it out during our next downtime. As tempting as it is to amp up Isaac's land speed to truly ludicrous levels, I'll probably end up taking Conscript Weapon Training.

Incidentally, Focused Target might be what you're looking for.


Male Human Slayer 2 | HP 11/18 | CS 3/3 | F +4 R +6 W -1 | AC 17 T 13 FF 14 CMD 17 | Init: +4 Perception: +4

Thanks! That's looking pretty good - but not until at least 5th level!
That said, there's a few feats clamouring to be picked up. Studied Scout is one of them...


Male Human (Chelish) Prodigy 1 | HP 9/9 | F +1 R +5 W +3 | AC 17 T 13 FF 14 CMD 14 | Init: +3 Perception: +3 | Spell Points 1/5 | Mind Sphere DC 13

I am back! Apologies for my extended absence, I believe I have been able to sort everything that I needed to. Thank you for your understanding!


Male Human (Chelish) Prodigy 1 | HP 9/9 | F +1 R +5 W +3 | AC 17 T 13 FF 14 CMD 14 | Init: +3 Perception: +3 | Spell Points 1/5 | Mind Sphere DC 13

Bump :)


Male Human Slayer 2 | HP 11/18 | CS 3/3 | F +4 R +6 W -1 | AC 17 T 13 FF 14 CMD 17 | Init: +4 Perception: +4

Given James explicitly said he wanted rope to tie her up, is it okay to assume he has some?


Back from holidays! Business should resume shortly.

Sure, you can get hemp rope very easily.


Male 'Person'

Can’t really post right now but here is the roll
1d20 + 6 ⇒ (10) + 6 = 16

Will get to it afterwork


Male Drow Magus (Kensai, Sphere Magus) 2, AC 18, T 18, FF 13 | F +2/R+3/W+3 | HP 11/11 | CMB +1, CMD 16/11F | Init +3 | Perception +1 | Condition: None

Spheres of Might Hero Lab files are out, finally. :-) (Well, apparently they've been out for a little while now, but I only now noticed.)

It's now installed on my system, so I'll be able to do a slight bit of rebuilding whenever we level to get rid of the Kensai/Sphere Magus conflicts. :-)


Male Drow Magus (Kensai, Sphere Magus) 2, AC 18, T 18, FF 13 | F +2/R+3/W+3 | HP 11/11 | CMB +1, CMD 16/11F | Init +3 | Perception +1 | Condition: None

I actually wasn't expecting it to be that fast. Glad I spent the money when I did. :-)

If I remember the character creation house rules right, we can get a martial tradition if our class has martial weapon training by default, basically replacing that? If so, I think I can scrap Kensai and replace martial weapon proficiency with the Dedicated Duelist tradition, with fencing and unarmored combat. And, since that comes with finesse fighting, I'd like to swap out my finesse feat (which I got as my bonus HR feat at level 1) for combat casting (which was also in the bonus list), if that's okay. :-)

How are we doing hit points? Rolling or taking average or Max?

Also, for everybody else: What are you all planning? I'm trying to decide between enhancing one of my current magic spheres with a talent or taking a new one. But I want to make sure we all still have our niches. :-)

Overall, I have to say I'm quite happy with Sphere Magus for my concept. I'm having fun with it, and teleport kind of makes up for the lack of the more acrobatic side of things. :-)


Back from holidays! Business should resume shortly.

Let's go with average HP for now.

You have a martial tradition if you would get proficiency with all martial weapons or an exotic one, so Kensai qualifies for the replacement if you'd rather keep that and use your feats to get a martial progression.. Otherwise, the Runic Knight archetype stacks with the Sphere Magus, but that is a more substantial change to the class, and the Mystic is built for both Spheres from the start. Otherwise, there are a few interesting choices built around the Warp Sphere, like the Bladewalker Armiger.

Also, you can replace your bonus feat, or you can make it count as Finesse Fighting I (so that the one from Dedicated Duelist gives you the benefit for having the talent twice).


Male 'Person'

So I was thinking of dropping Isaac’s bite, venom, and racial bonus feat to disguise. This would free up more than a few points to reallocate. The obvious choice would be to increase his strength score but I would prefer to hear what you guys think I should pick up first


Male Drow Magus (Kensai, Sphere Magus) 2, AC 18, T 18, FF 13 | F +2/R+3/W+3 | HP 11/11 | CMB +1, CMD 16/11F | Init +3 | Perception +1 | Condition: None

Mystic sounds very interesting, but their version of spell combat is only once per day per level. Of course, that might be more balanced with spheres, anyway, since regular Magus only had a certain number of spells per day. (I would also have to figure out how to make a custom archetype since CoS Hero Lab files aren't out yet. Or, I could jury rig with Adjusts. Either way, now that I have SoM files it isn't quite so intimidating doing that.)

Runic Knight is tempting if it stacks with Sphere Magus, except for the complete lack of spell combat until level 8. On the other hand, that trades for more talents, both magical and combat.

My original worry about keeping Kensai was the archetype conflict at higher levels. I don't mind spending feats for progression, though, (after level 3, which I already have planned). Or maybe a bit of multiclassing.

Anyway, I'll think about it today and try to make a decision.

And sorry Isaac, I don't know what to suggest.


Male Human Slayer 2 | HP 11/18 | CS 3/3 | F +4 R +6 W -1 | AC 17 T 13 FF 14 CMD 17 | Init: +4 Perception: +4

@Isaac: look at Healthy. I think the save bonus stacks with the racial, and it makes sense Isaac would be more resilient to organic issues.

My plan with James is to keep him pretty grounded in reality, but make him highly competent. Inspirations are Jerry from the movie Tag, and of course Dean from Supernatural.

I'm favouring precision damage over superhuman ability, and tactics over supernatural abilities.

Sadly while his base numbers are great (hp, skills, saves, bab) there aren't a lot of kooky choice slots or weird powers in James' build - which makes sense if you consider the concept.

ON THE OTHER HAND

He's a Slayer (Vanguard). At 2nd level he gets Tactician (Yay!) which means he has yet another ability to direct people. In this case he gets a Teamwork feat and a 1/day 4 round 30ft share.
I was thinking to get Precise Strike, as it fits the build and makes sense for a 1/day power.
If anyone else is considering a teamwork feat though, please ping me! I'd love to see more use out of the power than <4 rounds/day, and Teamwork feats make a huge amount of sense for a team player like James. Even having one extra person makes some teamwork feats worth taking.


Back from holidays! Business should resume shortly.

Considering your Aggressive Flanking tactic and the fact that several of you have a good crit chance on their weapons, Outflank might be an effective choice.


Male 'Person'

Sadly, Healthy needs a +2 racial modifier to Constitution. Isaac's are in Strength and Intelligence.


F Gnome Incanter 2 HP 14/14 | AC 15/13/13 +4 giants | F 3 R 3 W 3 +2 illusions/fire | Init +4 | Perc +2 | Blast 1d20+6 1d6+3 DC 16
Abilities:
Spell Points 5/6 Corrupting Touch 6/6 Movement Burst 6/6 SLA 5/5

My changes:

- +6 hp (average of 1d6+2), BAB +1, Will +1
- Skills: Perception, Knowledge (nature), Knowledge (geography) and Craft (alchemy)

I want to take a talent from the Nature sphere.

This one gives a (limited) ability to fly:

Ride the Flames:

You may use heat waves to push yourself upward, granting a fly speed of 15 ft. + 5 ft. per 5 caster levels, with a maneuverability of clumsy for as long as you concentrate, or for 1 minute per caster level if you spend a spell point. This fly speed only functions on your turn (requiring you to spend separate actions for movement). If you are not on a surface that can support you on the end of your turn, you glide safely to the ground, at a speed of 60 ft. per round, taking no falling damage. Anyone using ride the flames cannot use its fly speed to hover.

But it seems a little more powerful than normal level 2 abilities. Is it too much for this level? If so, my second choice would be

Nature Barrier:

As an instantaneous effect, you may, as a standard action, spend 2 spell points to create a 5-ft tall barrier in a number of unoccupied 5-ft squares equal to your caster level. The walls must be placed on a flat surface and is a number of inches thick equal to 1/2 your caster level (minimum: Thin Sheet at 1/10th of an inch). You may choose to have the barrier to have a transparent (allows line of sight) or opaque (blocks line of sight) appearance, both of which block line of effect. Regardless of your geomancing or the appearance of the barrier, all the walls have a hardness of 0 and 10 hit points per inch thickness. The walls, while instantaneous proceed to lose hit points at the rate of 1 per hour. In addition, while the walls appear to be made out elements associated to their geomancing packages, they are only the manifested nature spirits of those elements and cannot be used for meeting geomancing prerequisites.

I don't see any relevant teamwork feats I could help in (though my next feat is level 3 anyway).


Back from holidays! Business should resume shortly.

Since you land at the end of your turn, Ride the Flames is basically a jumping abilty bundled with feather fall, so I don't see big problems with it. Take it freely!


Male 'Person'

Changes:

Racial: I resisted the urge to pump up Isaac's strength or constitution. Instead I switched his bonus feat to Skill Focus (Sense Motive) and dropped Bite and Toxic for Gatecrasher. Isaac is no longer trying to really hide himself and what he is.

Class Features: Swapped Studied Target (never actually used it) for Maneuver Training and Resolve. This should keep me from stepping on toes a bit, reinforce Isaac's durability, and let me make use of some fun crowd control tricks.

Talents: Picked up the Athletics Sphere (Climb Package) and Follow Through from the Brute Sphere. Isaac is going to both start getting into a lot of places and always be putting enemies where he wants them.

Skills: A general shuffling of ranks.


Male Human Slayer 2 | HP 11/18 | CS 3/3 | F +4 R +6 W -1 | AC 17 T 13 FF 14 CMD 17 | Init: +4 Perception: +4

@Isaac: Hmm, good point. Maneuver Training and Resolve are both pretty good fits for how you've been playing Isaac. Which Maneuver were you looking at?
Thanks for leaving Studied Strike. If it makes you feel any better at 4th James will be able to share some of his anyway.

@Sappy: Outflank is a good choice - but way out of range for now (BAB +4). I seriously considered Paired Opportunist. Works off adjacency instead of flanking, but adds an additional +4 to hit AND if they provoke they provoke on all. If any of use came up with a way to provoke ALL of us would get to hit. Means setting up on the map is going to become absolutely critical though.
Precise Strike is simple, effective, available and for 2 stamina points has double effect. Plus, if we have three people mobbing someone and all of us get +1d6, it'll make a difference.
I should say that at 3rd level, James will have a potential: Fencing +1d6, Precise Strike +2d6, Sneak Attack +1d6, +1 studied target, and extra damage with improvised weaponry.
There'll be a decent chance of a K/O if he hits someone with a whistleball! I should say that I am looking to (long term) get a lot of precision damage for James. He'll never be the tank that Isaac is, or as flexible as Vorin and Quiin, but I do think the day will come when his damage output might be the highest in the group against a certain, narrow range of opponents.
I really like the Scout ability that lets you improvise a weapon that ignores some of DR... but that's a while off yet. One day I can see him nailing a golden key of Abadar to a chair leg and beating a (somewhat surprised) demon to death.


Male Drow Magus (Kensai, Sphere Magus) 2, AC 18, T 18, FF 13 | F +2/R+3/W+3 | HP 11/11 | CMB +1, CMD 16/11F | Init +3 | Perception +1 | Condition: None

Sorry, I meant to post this yesterday but I was having a bad voice day.

I decided to stick with the sphere magus, as I really don't want to lose the spell combat. And I think I will stick with Kensai for now if I can still get the martial tradition with it, we can figure out the conflict at levels 4 and 7 if and when I get there. :-)

Now, I need some feedback from the GM and group, please. First, on the martial tradition.

Option one: I take Dedicated Duelist, with the Duelist sphere and Unarmored Combat. (I was originally thinking Fencing with Distracting drawback, to set up enemies for James. But, I don't often have a spare standard action to feint.)

Option two (if allowed): I take a customized version of Free Runner, just trading the bonus athletics talent for Unarmored Combat. This is assuming Vorin still gets his racial proficiencies after trading in the others, to still be proficient with rapiers. (This would give mobility even when teleporting isn't an option, but I'm not sure how often that would be.)

Now, onto the magical talents. I want to pick something that could be useful to the group and not just myself, so I would like some group input please. :-)

Option one: I take the life sphere, as we need a healer. Story-wise, it seems logical that Vorin would search out a spell that would help keep his friends alive after the recent close call with James. (And, if bards can heal with arcane magic, I don't see why a magus can't.)

Option two: I take the protection sphere, a kind of predictable choice for magus as it's the only buffing sphere that doesn't require concentration. But, he gets wards too, which could have some fun uses.

Option three: I take a Warp talent, perhaps Blink, Unwilling Teleport, or Swap Placement. Or, perhaps even something fun and only situationally useful, like Extra Dimensional Storage/Room or Create Gap.

Option four: I take a destruction blast type that gives some kind of debuff. Something like Drowning Blast, perhaps.

I'm also open to other suggestions, these are just the ones that pop out to me.


Back from holidays! Business should resume shortly.

@Isaac: I see no problems in your changes.

@James: Whoops, I missed the prerequisite. If Isaac starts mastering maneuvers, I expect that Paired Opportunists will look sweeter and sweeter, especially if he picks the Break Defenses talent. I have very fond memories of the Brute sphere, judo-throwing enemies to the floor and stomping on their soft bits.

@Vorin: About the martial tradition: you can definitely make it work: even if the rules didn't allow it, they say a class with a strong martial focus can take them, and if the Magus isn't one I don't know what is.

Both your choices are legitimate: both the Duelist and the Fencing sphere seems a lot of fun, though I agree that the second requires more action economy investment. The second one gives you a lot of mobility, but you pointed out yourself that your Warp covers it generally well. I, myself, would go for Dedicated Duelist.
In any case, you keep your racial weapon familiarity (and you can trade them, according to this for the Elvish Heritage Equipment talent, giving you proficiency straight-away instead of having you consider them as martial weapons. You lose keen senses, but you get a few more options.

For the talent, I'll leave feedback and advice to the group, all of those choices seem good to me.


F Gnome Incanter 2 HP 14/14 | AC 15/13/13 +4 giants | F 3 R 3 W 3 +2 illusions/fire | Init +4 | Perc +2 | Blast 1d20+6 1d6+3 DC 16
Abilities:
Spell Points 5/6 Corrupting Touch 6/6 Movement Burst 6/6 SLA 5/5
Vorin wrote:

Option one: I take the life sphere, as we need a healer. Story-wise, it seems logical that Vorin would search out a spell that would help keep his friends alive after the recent close call with James. (And, if bards can heal with arcane magic, I don't see why a magus can't.)

Option two: I take the protection sphere, a kind of predictable choice for magus as it's the only buffing sphere that doesn't require concentration. But, he gets wards too, which could have some fun uses.

Option three: I take a Warp talent, perhaps Blink, Unwilling Teleport, or Swap Placement. Or, perhaps even something fun and only situationally useful, like Extra Dimensional Storage/Room or Create Gap.

Option four: I take a destruction blast type that gives some kind of debuff. Something like Drowning Blast, perhaps.

I don't see any overlap with my abilities, so at least for my part they all would help. My only concern would be if Drowning Blast extinguishes fire (the status effect of being burned). But if so, I could just change my own blast from Fire Blast to Searing Blast, which deals more damage instead of causing burning each round (which would make sense, since Empheria is learning to control her fire better).


Male 'Person'

Isaac is going to end up being a human-shaped wrecking ball by the of this.


Male Drow Magus (Kensai, Sphere Magus) 2, AC 18, T 18, FF 13 | F +2/R+3/W+3 | HP 11/11 | CMB +1, CMD 16/11F | Init +3 | Perception +1 | Condition: None
GM Sappy wrote:

@Vorin:

Both your choices are legitimate: both the Duelist and the Fencing sphere seems a lot of fun, though I agree that the second requires more action economy investment. The second one gives you a lot of mobility, but you pointed out yourself that your Warp covers it generally well. I, myself, would go for Dedicated Duelist.

Yeah, I am going to go with that. The duelist sphere doesn't do that much on its own, just one point of bleed, but hopefully I can get further talents down the line. :-)

Quote:


In any case, you keep your racial weapon familiarity (and you can trade them, according to this for the Elvish Heritage Equipment talent, giving you proficiency straight-away instead of having you consider them as martial weapons. You lose keen senses, but you get a few more options.

Oh, I hadn't noticed that! Yes, I am definitely doing that.

Empheria Helbang wrote:
I don't see any overlap with my abilities, so at least for my part they all would help. My only concern would be if Drowning Blast extinguishes fire (the status effect of being burned). But if so, I could just change my own blast from Fire Blast to Searing Blast, which deals more damage instead of causing burning each round (which would make sense, since Empheria is learning to control her fire better).

Thanks! And, yeah, I hadn't thought of that. Very good point. Your fire blast has been fun, wouldn't want to screw it up before you want to change it on your own. :-)

Anyway, I decided to go with Life, and I've updated my character with all the changes. :-)


Male 'Person'

I think the only meaningful piece of gear I can pick up right now are Bracers of Armor +1 to help with Isaac’s abysmal AC


Male 'Person'

So what happens to the leftover credit? I just realized I can use a buckler so I'll probably pick up a masterwork one as well for 155 gp along with the Bracers of Armor +1


Back from holidays! Business should resume shortly.

To the games I'm GM-ing: I'm out of town and dealing with an university test, so my updates will likely be more sparse than usual. Things will get back to normal as soon as possible.


Male Drow Magus (Kensai, Sphere Magus) 2, AC 18, T 18, FF 13 | F +2/R+3/W+3 | HP 11/11 | CMB +1, CMD 16/11F | Init +3 | Perception +1 | Condition: None

Good luck on the test!


Male Human Slayer 2 | HP 11/18 | CS 3/3 | F +4 R +6 W -1 | AC 17 T 13 FF 14 CMD 17 | Init: +4 Perception: +4

I have no idea how realistic this is, but I'm basing James on myself as a child. I had a tendency even then to put together elaborate (and probably ill-conceived) designs and lists of equipment based around some strange thing I'd read about.
Yes, I was also prone to overpacking, and surprisingly good at carrying things for my size.

This whole thing works because I had James pick up Mule Cords. This is the key that makes the whole thing work.
Plus, if we all go unconscious we can put them on Isaac and he can carry us all out.


Male 'Person'

So... if everything hits, I just did 40 damage to a target as a 2nd level character


Back from holidays! Business should resume shortly.

You did. Just barely, and only because the shove was a touch attack, but that was enough damage to kill it two times over. Excellent tactics and buffs, all of you.


Back from holidays! Business should resume shortly.

@Vorin: I forgot to write it, the DC was 12 so you passed easily.


Male Human Slayer 2 | HP 11/18 | CS 3/3 | F +4 R +6 W -1 | AC 17 T 13 FF 14 CMD 17 | Init: +4 Perception: +4

GOOD GRAVY!


Male 'Person'

Like I said earlier, I think I accidentally made Isaac really scary.

He hasn’t even started punching magic apart either.


Back from holidays! Business should resume shortly.

My last post got lost and I noticed it today: if I manage, I'll rewrite it in the next hour, otherwise it will be up tomorrow.


Male Human Slayer 2 | HP 11/18 | CS 3/3 | F +4 R +6 W -1 | AC 17 T 13 FF 14 CMD 17 | Init: +4 Perception: +4

Just to check:
The walkways provide both cover and concealment?
The monsters are unlikely to be able to strike someone on the walkways (10ft above) from the ground floor?

James' strategy is likely to be much different if they have an easily defensible "treehouse".


Back from holidays! Business should resume shortly.

The upper platform provides cover and concealment against enemies who are downstairs, the stairs only provide partial cover against opponents to the north. However, the monsters have reach weapons (I forgot to write it, these two are armed with ranseurs) so they will manage to strike people on the edge of the walkway.


Back from holidays! Business should resume shortly.

Just letting you know that I'll update soon, my weekend was busier than expected.


Male Human Slayer 2 | HP 11/18 | CS 3/3 | F +4 R +6 W -1 | AC 17 T 13 FF 14 CMD 17 | Init: +4 Perception: +4

Sorry - so Vorin and Isaac are now on the ground, and the one near Empheria is still under the walkway?


Back from holidays! Business should resume shortly.

Yes, I put you in an order that I thought made sense. Also, remember that you can move through foes, if you want to act.

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