[GM Striker's The Ruins of Azlant] Table 1

Game Master Sam Sturkie

Map of the Island of Ancorato
Map of Talmandor's Bounty
Loot Tracker
Interactive Combat Map
Handout 1
Colonists


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Aenon leads the charge through the unstable terrain, Deth following behind as best he can left holding the rope. Meanwhile, Milo caught and sputters as his tired arms work to keep his head above the surface. Seeing potential rescue approaching he manages to pull himself a little closer to solid ground.


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

Deth tries to reassure the Milo. "Hey Milo, just give us a few moments here and we will try and get you out. We're going to tie the end of this rope to the nearby tree and use it to pull you out." He says under his breath to Aenon. "Does that sound like a good plan?"


Gasping he manages to say "Just hurry, I'm not sure how much longer I can keep afloat!


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

"I don't know if the rope's long enough, I think I'll have to swim over to him with the rope and come back to help you pull him ashore" Aenon yells over his shoulder, barely waiting for for a reply before sprinting towards the drowning man.


Chaotic Good Catfolk Ranger/7

Momo, with her longbow strapped across her back and Scuttles poking out from under the top flap of her pack, jogs behind Aenon.

Survival: 1d20 + 7 ⇒ (3) + 7 = 10

"Ugh, quicksand! I'll help hold and pull the rope... unless you want me to wade out there." She glances up at Milo while discussing a plan with her companions.


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

Just how long is this rope?
Deth tries to guestimate if he has enough rope length to tie the rope to a nearby tree.


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

50ft, so I don't think it has the reach to get to the tree


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

Delia quickly yanks out the coil of rope from her backpack. "Tie them together, quickly!"


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

"Thanks Delia." Deth says as he starts to tie the two ropes together, muttering under his breath about rabbits, trees and holes. He pulls on the knot to make sure its tight. "OK Aenon I think we're ready to go here."


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

With the ok from Deth, Aenon runs into the pool of quicksand trapping Milo and tries to get the rope around the drowning mans waist.


Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

Nox looked on worriedly, still not seeing much of a way he could contribute just yet.


Tying the rope quickly you double its reach and allow yourselves the room to tie it to the nearest tree while still able to reach Milo.

Aenon runs into the pool of quicksand trapping Milo and tries to get the rope around the drowning man's waist. While the others look on, despite his prowess at swimming this strange mixture of earth and water proves to be difficult to navigate but he manages to reach the slowly drowning man.

Exhausted Milo can do little to aid in his rescue but does his best to stay afloat while dragged from the wet mess of earth. As you pull him from the depth of the pool some of the ground around you begins to give way as well, but with the aid of the rope and strong arms, you pull him free.

Exhauster he simply lies on the ground for some time before getting the energy to properly thank you for saving his life.


Chaotic Good Catfolk Ranger/7

Momo slaps Aenon on the back with an open palm. ”Good work! That was quite the maneuvering!” Momo laughs and claps Aenon on the back several more times. Momo, not having much skill in healing, leaves the task of examining the colonist to someone more knowledgeable.

"What were you doing all the way out here anyway, Milo?" Momo crosses her arms and props a leather boot on a nearby rock. Then, she leans casually on her knee with her arm to listen. Scuttle's large red eye peers out from around Momo's ponytail as if the arachnid mechanoid is curious too.


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

Aenon, lying on his back and desperately trying to catch his breath only manages some incoherent muttering in reply to Momos praise


Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

”Awesome, that rescue went wonderfully. Great job everyone! Once we are ready to head back, who’s giving me that piggyback ride,” Nox beamed.


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

Deth unties the ropes and hands Delia and Aenon's back to them. "Great Job!" He looks around. "Perhaps we should post some sort of warning." He looks over the exhausted Milo and Aenon, seeing what he can do for them.
Heal: 1d20 + 9 ⇒ (7) + 9 = 16


Milo is alright just worn out from the struggle of keeping his head above the quicksand for several minutes. He should recover after some rest.

Marking the area as dangerous seems to be a good idea and after returning and speaking with Romona she has several signs placed near the site to prevent future trouble there.

Alba Divenvaar makes a request of the heroes. Alba needs to build a stock of raw materials and supplies if she hopes to one day start her own business and to assist those in the colony that need her help right now. She has a list of alchemical and curative items the settlement needs for health and quality of life, such as antitoxin, and so she is searching for certain base compounds derived from rare plants, which she can use in a variety of different alchemical weapons, goods, and potions.

She has a good lead on where these plants might be found, based upon some scouting performed by Lyra Heatherly. Lyra didn’t actually find the plants in question, but her reports on the climate and local flora confirm that the conditions are right for these natural reagents to grow naturally.

The alchemist indicates a general location where you should look on one of Lyra’s preliminary sketch maps. Area I


Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

”Well, that’s not very far at all from us. We can zip right over there, find what we need and be back lickety split. No telling what we might find out there, as well. Everyone ready?”


Chaotic Good Catfolk Ranger/7

Momo is surprised by Deth's thinking. "Oh, yeah. A sign is a good idea. We should tell Ramona."

GM Striker wrote:

She has a list of alchemical and curative items the settlement needs for health and quality of life, such as antitoxin, and so she is searching for certain base compounds derived from rare plants, which she can use in a variety of different alchemical weapons, goods, and potions.

She has a good lead on where these plants might be found, based upon some scouting performed by Lyra Heatherly. Lyra didn’t actually find the plants in question, but her reports on the climate and local flora confirm that the conditions are right for these natural reagents to grow naturally.

"Ahh, something I might be good at," Momo grins.

Survival: 1d20 + 7 ⇒ (8) + 7 = 15 To not get lost

Knowledge (Nature): 1d20 + 4 ⇒ (3) + 4 = 7 Plants


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

No piggyback rides or chicken fights :)
Deth agrees with Alba and spends the evening getting a good description of the plants she wishes. That morning as he meditates upon the Green, he learns Detect Animals and Plants instead of one of the Cure Lights. That morning he helps Momo to get to the area scouted.
Aid Survival: 1d20 + 9 ⇒ (17) + 9 = 26
He keeps Momo company, treating this as a combination hunting/scouting mission, his bow in hand. "Momo, once you get us to the area, I should be able to narrow it down. I can find the herbs if they are within about 500' of me."


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

Knowing little to nothing about medical plants, Aenon joins the others to help scout the way and as an extra pair of hands should trouble appear.

Aid Survival: 1d20 + 9 ⇒ (1) + 9 = 10


Alba makes you an offer in exchange for your services. She pledges to use 50% of the value of the reagents they harvest to create whatever they want in the form of potions and alchemical items.

It takes half a day to locate the plants that Alba describes. A small hill rises in the center of a copse of trees, their numbers thinning along the incline. A number of trees adorn the hill like the tines of a crown, and in their shadows grow odd-looking ferns, mushrooms, and bushes resplendent with berries of an unusual color.

Cover and Difficult terrain:

The trees provide partial cover (+2 to AC and +1 on Reflex saves) to all creatures. Two squares of movement are required to move from one elevation of the hill to the next due to the steep slope (see page 428 of the Pathfinder RPG Core Rulebook for rules on running or charging downhill). The squares containing bushes are considered difficult terrain.

DC 20 Knowledge(nature), Perception, or Survival:

You spot the assassin vine and can act in the surprise round!

Map updated


Chaotic Good Catfolk Ranger/7

Momo takes out her bow and looks around. "Do you all see what Alba was talking about?"

Momo rolled Survival and Knowledge (Nature) but can she also roll Perception since it's an option?

Perception: 1d20 + 6 ⇒ (18) + 6 = 24


Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

Perception 1d20 + 2 ⇒ (14) + 2 = 16

The gnome doesn’t notice anything out in the wilds of the island.


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

Survival: 1d20 + 8 ⇒ (17) + 8 = 25

Spotting the vicious plant, Aenon nudges Deth and asks "Isn't that one of those... killer vines I think?" while pointing in its direction.


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

Survival: 1d20 + 9 ⇒ (1) + 9 = 10
Deth is oblivious to any danger in his excitement to gather herbs for future use in his hospital. He is halfway up the hill to gather some plants before Aenon nudges him to reconsider.
"I'm not sure. I don't think its moving." he says as he squints to try and make out the plant.


vine: 1d20 + 0 ⇒ (8) + 0 = 8

Aenon: 1d20 + 4 ⇒ (8) + 4 = 12
Delia: 1d20 + 4 ⇒ (8) + 4 = 12
Deth: 1d20 + 2 ⇒ (7) + 2 = 9
Momo: 1d20 + 4 ⇒ (7) + 4 = 11
Nininox: 1d20 + 3 ⇒ (16) + 3 = 19

... well I guess you're good to do some pruning.


Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

Nox throws a tiny globe of acid at the evil plant before his friends close for battle.

RTA 1d20 + 3 ⇒ (19) + 3 = 22

Damage 1d3 ⇒ 2


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

Aenon charges ahead and kicks the plant before it can get to any of his companions.

Unarmed attack: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d6 + 1 ⇒ (2) + 1 = 3


Chaotic Good Catfolk Ranger/7

Round 1, Initiative 11:

Momo moves over into another bush to give her companions a better shot. She angles and fires an arrow at the giant plant.

To hit: 1d20 + 4 ⇒ (1) + 4 = 5 Uh oh. -_-"

Damage: 1d8 + 3 ⇒ (6) + 3 = 9


Female Half-elf 4th level Bard 3/Oracle 1 | HP 27/27 | AC 19 | T 14 | FF 15 | CMD 16 | Fort +2 | Ref +7 | Will +5 | Init +4 | Perc +9 | Bardic Per: 14/14 | BSpells: 1st - 4/4 | OSpells: 1st - 4/4

So sorry on my delay everyone. This god awful weather around here has been keeping me incredibly busy. In addition, my son and I keep getting sick back and forth... so that isn't helping.

Delia quickly reacts to her companions pointing out the vine and immediately begins to sing a bolstering tune!

Inspire Courage!


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

"Whoa!" Deth exclaims as he finally spots the lumbering menace. In surprise he steps back and lets go with an arrow.
Arrow shot with courage!: 1d20 + 3 ⇒ (13) + 3 = 16
Arrow damage: 1d8 + 2 ⇒ (6) + 2 = 8
After the reflexive shot, he takes stock of the mobile plant.
K/Nature: 1d20 + 7 ⇒ (6) + 7 = 13
but his horticultural knowledge extends mostly into medicinal herbs.


Round 1
Nininox: Acid Spalsh 2dmg
Delia: Inspire Courage!
Aenon: Unarmed strike Hit 4dmg
Momo: Miss
Deth: Hit 8
vine(-14hp): slam: 1d20 + 7 ⇒ (16) + 7 = 23 dmg: 1d8 + 7 ⇒ (4) + 7 = 11 plus grab: 1d20 + 13 ⇒ (3) + 13 = 16

The vine slams into Aenon, leaving a welt forming, but the nimble monk evades its tight grasp.


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

Seeing the ugly welt the vine left on Aenon, Deth steps directly behind him and tries to cure the wound.
Cure Light: 1d8 + 2 ⇒ (7) + 2 = 9


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

Aenon gives Deth a grateful nod as he comes up behind him before lashing out at the plant once more.

Unarmed attack: 1d20 + 7 ⇒ (14) + 7 = 21
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Unarmed attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d6 + 2 ⇒ (5) + 2 = 7


Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

Nox uses his bloodline ability to send a ray of frost at the plant creature.

RTA into melee 1d20 - 1 ⇒ (4) - 1 = 3

Damage 1d6 + 1 ⇒ (5) + 1 = 6


Chaotic Good Catfolk Ranger/7

Round 2:

Momo aims and fires another arrow towards the plant.

To hit (BAB, IC): 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14

Damage (Longbow): 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7


Working together you finish off the dangerous vine. Without it causing any more harm.

Treasure
You gather 600gp worth of rare herbs and alchemical supplies for Alba.

Knowledge(Nature) DC15, Craft(Alchemy) DC15:

You also manage to collect seedlings for transplant. +2 goods


Chaotic Good Catfolk Ranger/7

Knowledge (Nature): 1d20 + 4 ⇒ (11) + 4 = 15

"Look! Seedlings!"


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

K/Nature: 1d20 + 7 ⇒ (12) + 7 = 19
Deth laughs at Momo's excitement over discovering seedlings. "You're right. We can use those." Privately he keeps his thought that they may just have killed a protective parent to himself. 'That would just upset Momo.'


Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

”Well, good! The alchemist will be most happy with this find. Should we keep looking for more reagents in the area, or do you think these will suffice?!”


Congratulations, you are now level 3!


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6
Nininox Ambershale, XIV wrote:
”Well, good! The alchemist will be most happy with this find. Should we keep looking for more reagents in the area, or do you think these will suffice?!”

"I think we've scoured the area pretty well" Deth says. "But this is a fertile area. I we should check it periodically for more herbs." He looks over the seedlings. "Could I have half of the seedlings to plant in the garden I'm planning to have at the hospital?"

Deth would like 1 Goods worth of seeds.
K/Nature for uses of seeds: 1d20 + 7 ⇒ (8) + 7 = 15


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LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

"Go for it." Aenon replies halfheartedly over his shoulder. Having just pulled out a small leatherbound book, he starts sketching the creature, jotting down notes on the area and making a rudimentary map.

(I figured I needed a hobby, and when we inevitably die to chtulhian horrors from the deep, there obviously needs to be a diary depicting our decent into madness. ^^)


The return trip is far quicker than the expedition out searching for the plants and you reach the shore just north of Tamildor's bounty just as dusk settles. You spot three men are out fishing just north of the colony in the harbor using the boat left behind by the ship. As they begin to pull up at the nets one of them spots something large moving just below the water. Assuming another group of grindylows are attacking he shouts a warning and the men grab spears only to be stunned by the sight of a fishlike man attacking as one sends a spear deep into his chest.

The men are quickly overwhelmed as two more burst from the gentle waters of the bay nearly swamping the boat. Thinking fast Carver Hastings, who is leading the others strikes one with an oar and begins rowing the ship back to the shore. Just outpacing their pursuers, they arrive breathless shouting warnings others in the settlement about the “fish people” chasing them!

Map Updated


Male Gnome Genie Sorcerer 1 | HP 11/16 | AC 15 | Perception +3 | F+5, R+5, W+5 | 3 Harrow points | Lowlight vision

On his turn, 14 begins the casting of his Sleep Spell, hoping to incapacitate at least one of the invaders.


Chaotic Good Catfolk Ranger/7

At the first sign of shouting, Momo pulls her bow off her back. She runs with her companions to the docks where there's a commotion.

Round 1:

Momo aims for the closest enemy (blue), unleashing an arrow into her foe.

To hit: 1d20 + 6 ⇒ (2) + 6 = 8

Damage (Longbow): 1d8 + 3 ⇒ (5) + 3 = 8


LN Male Undine U.Monk 4 | HP 27/27 | Ki 7/7 SF 5/5 Hv 8/8| AC 21(25), T 20, FF 16(20)| Fort +4, Ref +8, Will +5 (+2 vs Enchantment) | CMB +5, CMD 25 (Grapple 28) | Spd 40' Swim 30' | Perc +7 (Darkvision 60ft, Blindsense 30ft in water) | Init +457

As the fishmen have already attacked the colonists, Aenon can sadly see no peaceful resolution to the conflict. He jumps off the side of the pier takes a fighting stance. Hoping to keep the enemies eyes focused on his spear, he prepares to send the first one to approach flying with a solid kick to the side.

Unarmed attack: 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 19
Damage: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5


Male Human Urban Druid 3 | HP21/21 | AC 19 12T/ 17FF | CMD 15 | Perception +7,Lowlight | Sense Motive +3 | Fort +4, Ref +3, Will +6

Deth doesn't shoot a 'fishman'. Instead he just takes a bead on one and yells out. "Stop attacking! Either leave or talk. But if you step one foot closer then I'll shoot."
Intimidate: 1d20 + 1 ⇒ (10) + 1 = 11
If they approach then he will shoot.

Attack:

Longbow Attack: 1d20 + 5 ⇒ (17) + 5 = 22
Longbow Damage: 1d8 + 1 ⇒ (6) + 1 = 7


Rolls:

Aenon: 1d20 + 4 ⇒ (2) + 4 = 6
Deth: 1d20 + 2 ⇒ (20) + 2 = 22
Momo: 1d20 + 4 ⇒ (4) + 4 = 8
Nininox: 1d20 + 3 ⇒ (7) + 3 = 10

Skum: 1d20 + 1 ⇒ (10) + 1 = 11

Round 1
Deth - Draws and give them a chance to surrender, either they don't understand or don't care... Hit, 7 dmg
Skum [R]- Doubble move
Skum [G]- trident: 1d20 + 4 + 2 ⇒ (18) + 4 + 2 = 24 dmg: 1d8 + 2 ⇒ (8) + 2 = 10Sleep
Skum [B]- trident: 1d20 + 4 + 2 ⇒ (7) + 4 + 2 = 13 dmg: 1d8 + 2 ⇒ (4) + 2 = 6
Nininox Casts Sleep (DC 14) Will DC 14: 1d20 + 3 ⇒ (13) + 3 = 16 Will DC 14: 1d20 + 3 ⇒ (5) + 3 = 8
Momo- Misses!
Aenon- Kicks one of the fish men! Hit, 5 dmg

Two of the fish men charge at Aenon striking with their spears! The other darts away to the other side of eh dock clearly trying to divert your attention. 14's spell does little to the fist but the second Green Falls down asleep!

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