GM Trajan's Dragonlance Heroes of the Lance PBP

Game Master gmpathfinder


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Sovereign Court

Male Human (Civilized, Solomnic) (Crusader) Cleric

Can I use my Know Nobility roll above to see what I know of Xak Tsaroth?

What do I know about it? I would assume I'd be fairly familiar with it, at least for it's signifigance and importance as a military institution of the past, and relavence as a place of peace amongst the races, which is important to me in a sense. But I also understand that a lot of DL is based off of the Fog of War concept of learning more about the world by exploring it, so I am fine with whatever the DM says in this regard.


Janos:
Xak Tsaroth is dead, but not forgotten by the Solamnics. It's name means "meeting place." It was founded as the Solamnics spread their influence south and westward, and became a major trading hub, due to it's large, protected harbor. It housed only a small legion of Solamnic knights- most of the city was devoted to learning, trade, and leisure. Some called it the "Palanthas of the southwest."

The cataclysm was a total loss for the city; rumor has it that it was utterly destroyed. The heaving of the earth drowned most of the city in water, and any survivors fled southward to found places settlements like Solace. The Forbidden Mountains, swampy territory, and proximity to the barbarian lands has made exploring the ruins a dangerous and unprofitable venture.

As the party approaches along the coast from the south, you're driven westward- inland away from the rocky cliffs that plunge hundreds of feet into the bay.

A broken down inland wall is buckled and broken, paving stones are uprooted and scattered. It is difficult to imagine that this area once grew manors and houses rather than swamp trees.

Up ahead, you see a few standing structures- huge buildings with collapsed walls and roofs, made out of large limestone blocks. Trees and vines intermingle with the abandoned structures.

Durom:
Your hunting efforts yield two dead giant swamp rats- creatures more like a small pig than a large rat. Once flayed of wet, matted fur, they are passable enough to call pork. If prepared the party could dine well on fresh meat, and salt-and-dry out some for trail rations.

Sovereign Court

Male Human (Civilized, Solomnic) (Crusader) Cleric

I'll pass on either pig or rat. While ome Solomnics might eat boar, it doesn't do my stomach well.


Male Halfling Druid 1

"Hey this place is interesting..."

unfolds his map....

"And it is not on my map....let's go look and see!"


Hill dwarf Inquistor(Reorx/Paladine);2/ Ranger-2

Early at Camp.. "Don'cha worry folks I found some swamp rats, we all deserve some fresh meat after the night we be having." He cooks up the meaty rodents and offers to who want some and if there is any left will salt it up for trail use. "Come on elf, you should have some it will put hair on your chin HAHA." Seeing to be in a better mood the dwarf gets to work on the cooking.

"Let me take a look at that map, I think I had one just like that but it went missing right before we all seperated..hmmm." The dwarf stares at the map and moves in to take a closer look.


Male Halfling Druid 1

"This is a surface map not an underground map, you has underground maps!"

Continues to color in his map with this place....

"I found it so I get to name it...The Ruins of Kendershore!"


Male Elf Barbarian / 3

Back at Camp: Hu'tonkton waves off the steaming chunk of rat-meat, unable to keep the look of stark disgust from his face. "Hair I can do without. Some of us are not so ugly as to hide our faces behind a scraggly, unkempt bush."

Current time: A strange place, this was. Hu tried to envision it as it must've been, but the desolation was absolute and complete.

He spurred his horse past the kender and dwarf, who were fighting over a useless map. Hu'tonkton rode toward the nearest of the standing structures for a closer look, pulling his bow to his lap as he rode.


Male Halfling Druid 1

"Halt in tha name o kender, I have claimed tha place an shall be tha first to enter!"

makes his horsey go


Male Elf Barbarian / 3

Hu'tonkton pulled back on the reins and glanced at the kender. After a moment, he shrugged. If the kender is fool enough to charge in first - and gods know, he is - why not let him?

"I follow after you then." He smiled thinly, with little warmth. He waited for the kender to ride past and then followed a half dozen paces back.


The broken walls and crumbled buildings begin to fare better; some of the structures begin to look like buildings and the main road through the city is passable. Ahead, bigger structures loom in the near fog. The city rises in elevation as you travel deeper, following the ridge line dividing land from the sea.

Ahead, the path through the broken structures widens into a large plaza. Two building seem out of place- almost untouched compared to the collapsed structures around them. Both are similar in size, round with domes that reach nearly 3 stories in the air. The northern building, made of solid marble, has large doors decorated with human figures. It's doors are closed. The building to the west stands open, with their massive doors broken and laying scattered on the steps leading up.

A large well, or perhaps a fountain, spans the center of the plaza. It's center is a black abyss.

Perception checks please

Perception > 15:
Muddy footprints and cart tracks crisscross the road and plaza. Against the buildings are burnt out campfires. It appears as though a large host not too long ago.

Perception > 25:
A faint clinking sound of metal on rock is heard each time the wind blows.

Perception > 30:
Several structures in the courtyard have strange marks on them, as if large claws had raked through them. Most prominent of these are found on the destroyed doors of the west building.

And an initiative roll as well.


Male Gnome Alchemist 2 (AC: 16 [T: 13 FF: 14 ] | HP: 15/15 | F+4, R+5, W+0 | Init: +2 | Perc: +6 [Low-light])

Rumal, back to his normal self, given the time to have had a few "sips" to "normal" himself, takes in the scenery. "I guess this is why I never heard of this plase, it dunnit look like they... *hic*... they make inny alcohol I ever tastit." he snickers, which is disrupted by a hiccup.

Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Initiative: 1d20 + 4 ⇒ (7) + 4 = 11

Sovereign Court

Male Human (Civilized, Solomnic) (Crusader) Cleric

Perception: 1d20 + 2 ⇒ (9) + 2 = 11

I'll slowly follow Trap and Hu, keeping an eye out for any hidden dangers or any sort of lost artifacts sacred to the Knighthood, or just naything pertinent.

"Durom. What do thine Dwarven eyes see in these ruins? Is this indeed the lost Solomnic and Dwarven fortress? I doubt we shall find any gods here, but I would take it as a personal favor and a kindness, if we all kept an eye out for ancient Solomnic artifacts or curiosities in this place. Books or scrolls in particular, but anything of my people."


Male Elf Barbarian / 3


Perception: 1d20 + 10 ⇒ (7) + 10 = 17
Initiative: 1d20 + 7 ⇒ (5) + 7 = 12


Male Halfling Druid 1

Initiative
1d20 + 6 ⇒ (15) + 6 = 21

Perception
1d20 + 8 ⇒ (1) + 8 = 9

Automatic perception check within 10 of a trap
1d20 + 12 ⇒ (7) + 12 = 19


Male Elf Barbarian / 3

Hu'tonkton hopped down off his horse, going to one knee. "Footprints. The marking of carts. Someone has been here."

He pointed as he stood. "And there, sheltered against the building - the remains of fire. A large group made camp, and not long ago."

Hu eyed the fountain from a distance and then, skirting the plaza, made his way toward the building with doors tossed ajar. He fit an arrow to bowstring as he swiftly moved across the distance at a half-crouch. Pausing at the bottom of the steps, he took a brief glance over the surroundings before heading up, one step at a time. The bowstring was taut, now, the arrow poised and ready.

Assuming he does not encounter any trouble along the way (before or after reaching the steps), Hu will slowly climb to the top and peak into the doorway.

Sovereign Court

Male Human (Civilized, Solomnic) (Crusader) Cleric

Sorry, I didn't catch the init.

Init:1d20 + 2 ⇒ (7) + 2 = 9


Male Halfling Druid 1

quietly.....
"We shall repulse tha invaders out of kendershore!"


Hill dwarf Inquistor(Reorx/Paladine);2/ Ranger-2

Perception:1d20 + 6 ⇒ (17) + 6 = 23
Init:1d20 + 3 ⇒ (18) + 3 = 21

"Aye the elf is right, but dee prints could tell us more." The Dwarf slides off his pony and takes a longer look at the foot print. Gripping his crossbow close to him. "Janos I can tell you the elf speaks true, thats about all I notice."

Survival:1d20 + 8 ⇒ (7) + 8 = 15


Male Halfling Druid 1

errr

Sovereign Court

Male Human (Civilized, Solomnic) (Crusader) Cleric

. . .Cliffhangers. . .


1d20 + 6 ⇒ (20) + 6 = 26
Initiative: NPCs, Durom and Trap, Hu, Rumal, and Janos.

As Hu ascends the steps toward the open doors, the light in the clearing seems to snuff out, as if someone blew out the sun. While not pitch black, it's now difficult to make out shapes a few feet in front of you. The sudden darkness silences even the chatter kender. Moments later the sound of leather flapping in the wind fills the air, and as the wind buffets you you smell the sour decomposition of methane, as if the swamp water has washed over your head. The hair on the back of your neck stands up- something evil is here.

The npc has used their turn to cast darkness and ascend from the depths of the well to 20 feet above you.


Male Halfling Druid 1

Taunt

use bluff to demoralize

"Yah must be an ugly one tah need tha lights out afore yah tries tah kiss me!"

Bluff 1d20 + 9 ⇒ (15) + 9 = 24


Male Elf Barbarian / 3

Does Hu's low light vision still allow him to see, or does that not apply to magical darkness?

Sovereign Court

Male Human (Civilized, Solomnic) (Crusader) Cleric

Vision in PF for the DM <aka Not trying to step on the DM's toes here>:
PF has changed the way visibility works. There are steps Darkness -> Dim Light -> Normal Light -> Bright Light. Bright and Normal light are the same thing, except that normal light does not hinder creatures that have light sensitivity, for example Drow, but otherwise normal visibility. Dim Light is slightly hard to see, while Darkness is the same as being Blind.

Low-Light Vision, extends the radius of Dim, Normal, and Bright Light out by double, and also allows for individuals with it to see as if they where in Bright Light as long as there is "starlight" or a light source.

The Darkness Spell lowers the Light Level in an area by 1 step. Assuming we are in either Bright (outside in day light) or Normal (outside but under minimal cover/shade) Light, it would reduce the Light level to Dim Light, which means a 20% miss chance. However, if you have Darkvision, you are perfectly fine (out to 60ft or whatever) and if you have Low-Light Vision, it depends on out Light Source) Also note that in DragonLance, Low-Light Vision is slightly different, and honestly I need to check myself. . .

Init: 1d20 + 2 ⇒ (5) + 2 = 7

Sovereign Court

Male Human (Civilized, Solomnic) (Crusader) Cleric

Vision and Light:
PFPRD
Dwarves and half-orcs have darkvision, but the other races presented in Races need light to see by. See Table: Light Sources and Illumination for the radius that a light source illuminates and how long it lasts. The increased entry indicates an area outside the lit radius in which the light level is increased by one step (from darkness to dim light, for example).

Table: Light Sources and Illumination Object Normal Increased Duration
Candle n/a1 5 ft. 1 hr.
Everburning torch 20 ft. 40 ft. Permanent
Lamp, common 15 ft. 30 ft. 6 hr./pint
Lantern, bullseye 60-ft. cone 120-ft. cone 6 hr./pint
Lantern, hooded 30 ft. 60 ft. 6 hr./pint
Sunrod 30 ft. 60 ft. 6 hr.
Torch 20 ft. 40 ft. 1 hr.
Spell Normal Increase Duration
Continual flame 20 ft. 40 ft. Permanent
Dancing lights (torches) 20 ft. (each) 40 ft. (each) 1 min.
Daylight 60 ft.2 120 ft. 10 min./level
Light 20 ft. 40 ft. 10 min./level
1 A candle does not provide normal illumination, only dim illumination.
2 The light for a daylight spell is bright light.

In an area of bright light, all characters can see clearly. Some creatures, such as those with light sensitivity and light blindness, take penalties while in areas of bright light. A creature can't use Stealth in an area of bright light unless it is invisible or has cover. Areas of bright light include outside in direct sunshine and inside the area of a daylight spell.

Normal light functions just like bright light, but characters with light sensitivity and light blindness do not take penalties. Areas of normal light include underneath a forest canopy during the day, within 20 feet of a torch, and inside the area of a light spell.

In an area of dim light, a character can see somewhat. Creatures within this area have concealment (20% miss chance in combat) from those without darkvision or the ability to see in darkness. A creature within an area of dim light can make a Stealth check to conceal itself. Areas of dim light include outside at night with a moon in the sky, bright starlight, and the area between 20 and 40 feet from a torch.

In areas of darkness, creatures without darkvision are effectively blinded. In addition to the obvious effects, a blinded creature has a 50% miss chance in combat (all opponents have total concealment), loses any Dexterity bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty on Perception checks that rely on sight and most Strength- and Dexterity-based skill checks. Areas of darkness include an unlit dungeon chamber, most caverns, and outside on a cloudy, moonless night.

Characters with low-light vision (elves, gnomes, and half-elves) can see objects twice as far away as the given radius. Double the effective radius of bright light, normal light, and dim light for such characters.

Characters with darkvision (dwarves and half-orcs) can see lit areas normally as well as dark areas within 60 feet. A creature can't hide within 60 feet of a character with darkvision unless it is invisible or has cover.

Low-Light Vision:

Here
Low-Light Vision
Characters with low-light vision have eyes that are so sensitive to light that they can see twice as far as normal in dim light. Low-light vision is color vision. A spellcaster with low-light vision can read a scroll as long as even the tiniest candle flame is next to him as a source of light.

Characters with low-light vision can see outdoors on a moonlit night as well as they can during the day.

Darkness:

Here
School evocation [darkness]; Level bard 2, cleric 2, sorcerer/wizard 2
Casting Time 1 standard action
Components V, M/DF (bat fur and a piece of coal)
Range touch
Target object touched
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no

This spell causes an object to radiate darkness out to a 20-foot radius. This darkness causes the illumination level in the area to drop one step, from bright light to normal light, from normal light to dim light, or from dim light to darkness. This spell has no effect in an area that is already dark. Creatures with light vulnerability or sensitivity take no penalties in normal light. All creatures gain concealment (20% miss chance) in dim light. All creatures gain total concealment (50% miss chance) in darkness. Creatures with darkvision can see in an area of dim light or darkness without penalty. Nonmagical sources of light, such as torches and lanterns, do not increase the light level in an area of darkness. Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell's effect is blocked until the covering is removed.

This spell does not stack with itself. Darkness can be used to counter or dispel any light spell of equal or lower spell level.

Deeper Darkness:

Here
School evocation [darkness]; Level cleric 3

Duration 10 min./level (D)

This spell functions as darkness, except that objects radiate darkness in a 60-foot radius and the light level is lowered by two steps. Bright light becomes dim light and normal light becomes darkness. Areas of dim light and darkness become supernaturally dark. This functions like darkness, but even creatures with darkvision cannot see within the spell's confines.

This spell does not stack with itself. Deeper darkness can be used to counter or dispel any light spell of equal or lower spell level.


My interpretation is that low light vision needs a small light source to 'activate it' - stars, a small candle, something to enhance the light. So in this case, because the source of the light is outside of the range of low light vision (sun is too far/on opposite side of the darkness spell)- that the low light vision folk would still have the 20% miss chance and not be able to pick out exactly what's up there.

I made a mistake: Durom should be able to see the outline/black and white shape. If one of the characters were to pull out a light source, it would kick in the upgrade of light, so that they could see without the penalty up to the doubled range of the light source. Without a lightsource near, the dim light would be like a thick fog- you can see close objects but not quite as far to see the creature, hence the 20% miss.

Durom and LLvision with a light source:
A blurry shadow spreads it's leathery wings and flaps it's way up out of the well. When it unfurls it's wings fully you see medium sized creature with a wide wingspan, covered in horns and spikes, with a long neck and tail. What you once thought was a myth or tall tale is now flying above you- a dragon, who peers down at you with, it's eyes reflecting a glint of vile intelligence.


Male Elf Barbarian / 3

Thanks all for clarifying!

Hu spun on his heel as an unnatural darkness fell across the area. He trains his bow up toward the sound of leathery wings.

The words of the kender fell upon his ears from somewhere in the dark. Talking would get them no where. Whatever had come from the depths must die, or it would do for them.

Straining his eyes and using his ears to judge the creature's direction, Hu loosened his arrow.

Attack with bow1d20 + 8 ⇒ (13) + 8 = 21
Damage1d8 ⇒ 7

Is there a preferred way of making the 20% miss check?

Sovereign Court

Male Human (Civilized, Solomnic) (Crusader) Cleric

I'll drop to one knee and retrieve my sword ans shield, caught completely by surprize, "What in the Abyss is going on here. Am I blind? Is everyone okay? Canst anyone hear me?


Hill dwarf Inquistor(Reorx/Paladine);2/ Ranger-2

"Your not blind lad your just human, by Paladines blade is that a dragon." Grumbles the dwarf as he hefts up his repeating crossbow and lets loose a volley of bolts.

Firing rapid shot and deadly aim
Shot 1:1d20 + 5 ⇒ (10) + 5 = 15
Shot 2:1d20 + 5 ⇒ (20) + 5 = 25
Crict confirm shot 2:1d20 + 3 ⇒ (15) + 3 = 18
Shot 1 damage:1d10 + 3 ⇒ (7) + 3 = 10
Shot 2 damage:1d10 + 3 ⇒ (8) + 3 = 11
Shot 2 extra damage:1d10 + 3 ⇒ (1) + 3 = 4

Sovereign Court

Male Human (Civilized, Solomnic) (Crusader) Cleric

"Durom! This is no time for jesting over dragons, and that certainly isn't funny. . . Was that bow fire?", spinning about, hopefully facing whatever mage whoever just shot a few arrows at. "Can anyone else see? Is everyone else alright?"


Male Halfling Druid 1

"Nothing bad has happened yet...."


Roll a d20, if you roll a 1-4 you've missed because of the 20%


Male Gnome Alchemist 2 (AC: 16 [T: 13 FF: 14 ] | HP: 15/15 | F+4, R+5, W+0 | Init: +2 | Perc: +6 [Low-light])

Rumal, at first disoriented by the sudden darkness, then by his inebriation while looking all around in the darkness. This in turn causes him to begin to hyperventilate, which makes him vom-urp a little. The results of which react to the alchemical ingredient residue on his glove. The end result being a slightly burning ball in his palm.

The light put off by the small ball of flame lets him see just enough to freak out and try to fling the fire from his hand, all the while in the direction of the big dark shape, a dragon no less. He tries to figure out his surroundings, get and idea of what the area looks like and where he can move to for safety.

Standard, Produce Flame, ranged touch attack vs Dragon, 1d20 + 5 ⇒ (16) + 5 = 21 +1 if it counts for PB shot and it's within 30'. Damage 1d6 + 4 ⇒ (5) + 4 = 9 +1 if PB applies.


Hill dwarf Inquistor(Reorx/Paladine);2/ Ranger-2

Hey did you need me to roll a miss chance? Also the confirm check is a 20 not 18 I accidently put +3 instead of +5


Male Elf Barbarian / 3

A ripple of fear ran down Hu's arm as it drew back to fire. Dragon?

"Make for my voice," he shouted. "We can shelter in this open building." He knew little of dragons beyond story, but feared what such a creature could do to them exposed as they were.

Checking for 20% miss1d20 ⇒ 2


Male Halfling Druid 1

"Tha dark is so confusing....."

Sovereign Court

Male Human (Civilized, Solomnic) (Crusader) Cleric

Fumbling about still nearly completely blinded, I'll try to go in Hu's direction to safety. With luck, I might escape the area of Darkness.


Male Gnome Alchemist 2 (AC: 16 [T: 13 FF: 14 ] | HP: 15/15 | F+4, R+5, W+0 | Init: +2 | Perc: +6 [Low-light])

Rumal's produce flame sheds light, so I believe it would bring the light source back up a stage.


Durom's arrow flies true and finds purchase in a nook between the black scales covering the dragons's neck.

AC24, so only the crit and not the confirmation hit, even with the extra +. Trap still could make a move at the end of the queue. Hu & Rumal miss.

The ball of flame illuminates the dingy darkness. Above, flapping on leathery wings 10 feet wide is a black scaled creature with a long neck and long tail. The creature is not quite the size of a horse, yet sinewy and twisted, covered in terrible looking spikes. From it's mouth drips a neon-green liquid.

The dragon seems to smile as it turns it's head toward you. "It'ssss been too long since I've had snack your size" and sucks in a big breath.

Janos and Trap could still act.


Male Gnome Alchemist 2 (AC: 16 [T: 13 FF: 14 ] | HP: 15/15 | F+4, R+5, W+0 | Init: +2 | Perc: +6 [Low-light])

The produce flame ranged touch didn't hit? Isn't ranged touch REAL easy to hit? Though it is subject to SR (caster level check 1d20 + 4 ⇒ (5) + 4 = 9)

Sovereign Court

Male Human (Civilized, Solomnic) (Crusader) Cleric

His life, rather short, begins to flash before his minds eye as he beholds . . . it. How is this possible. No dragon has been seen by mortal eyes since the times of legend, and yet here, past all myth and story, breaking the bindings of reality and sanity, here, one stood. Filled with majestic cruelty and a heart as black and vile as the magic-induced darkness that seems to eminate from it. This fear, this utter fear, must have been what his ancestors, great Knights since the dawn of time had felt every time they had met such on the field of battle. To live in victory, or to die in honor. Was that what his life had led too. The first to fight a dragon, a real dragon in these dark times. SO BE IT!!! If this is the end, I'll not waiver now. And maybe, just maybe, . . . no time for that.

"For Solomnia!!!" as I charge, filled with visions of glory.
Attack: 1d20 + 6 ⇒ (5) + 6 = 11
Damage: 1d10 + 1 ⇒ (5) + 1 = 6

I did mention what I wanted on my tombstone, right. :)


Rumal's ball of fire catches the dragon where its wing meets its body, causing it to shriek in pain.

Good catch, sorry! You're right, AC 12 for touch


Janos charge toward the flying beast, drawing it's attention. The black dragon inhales and expells a stream of green ichor. It hangs in the air an impossibly long time before it slathers over the knight.

The dragon's acid breath stream hits Janos 8d6 ⇒ (2, 1, 6, 5, 1, 2, 2, 2) = 21 DC20 reflex save for half.

Round 2.


Male Halfling Druid 1

"A dragon quickly my lance!"

Shortbow attack 1d20 + 8 ⇒ (4) + 8 = 12, Damage 1d4 + 1 ⇒ (4) + 1 = 5

Sovereign Court

Male Human (Civilized, Solomnic) (Crusader) Cleric

Reflex: 1d20 + 3 ⇒ (3) + 3 = 6 Either way, that just about does it for me, though.

"Tell my father, . . . I faught . . . and died, . . . with honor. . ."

"And this is the lesson the Elg-mage would teach us. That those who seek in honest faith, deities of old legend, shall be consumed in darkness that flies on black wings. Their souls sizzled away by a corrupting acid", he thinks as his life begins to flash before his mind's eye.

"Flee, my friends. I am done for, but I can still buy time that thou may escape."


Male Elf Barbarian / 3

For the briefest moment, time slows to a crawl as Hu'tonkton watches the incredibly brave and stupid knight run straight into the dragon's green breath. A swell of pity and disappointment touches Hu's heart as the man succumbs to the onslaught. It was a fool-hardy move, but Hu had held his breath all the same.

"Drag the fool human here - we must get safely into this building or we die here."

Hu backs toward the open mouth of the door and then launches another shot at the foul beast.

Attack w/ Longbow:1d20 + 8 ⇒ (11) + 8 = 19
Damage w/ Longbow:1d8 ⇒ 4


Janos, don't you have 22 hp? The total damage from the dragon breath was 21.

Sovereign Court

Male Human (Civilized, Solomnic) (Crusader) Cleric

[/ooc]Yes, I'm both rping and I just charged. Even if I 5ft stepped away for the next 4 rounds to avoid AoO, I don't see the dragon not at the least knocking me out. Might as well give the others a chance to flee, by soaking up either it's Full Attack, or something.[/ooc]

Sovereign Court

Male Human (Civilized, Solomnic) (Crusader) Cleric

Yes, I'm both rping and I just charged. Even if I 5ft stepped away for the next 4 rounds to avoid AoO, I don't see the dragon not at the least knocking me out. Might as well give the others a chance to flee, by soaking up either it's Full Attack, or something.


Male Halfling Druid 1

Trapdodger leaps into action applying troll styptic to the bubbling wounds on the unfortunate Donner....

You get fast healing 2 for 2d4 ⇒ (3, 1) = 4 rounds
make a DC 15 Fortitude save to avoid being sickened for the duration of the fast healing ; )

"Hurts bad but heals good!"

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