Grit & Gunsmoke (Inactive)

Game Master Brian Minhinnick

Roll20 Campaign


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After waiting for darkness to cloak the forest, the two goblins sneak off into the undergrowth, looking for where they know the bandit camp must be. It's not hard to find, the smell of smoke and distant winking of campfires through the trees draws them towards it. Once they get close they can hear the raucous noises of men drinking and joking. Treetopper spots someone who isn't enjoying the night though. As the goblins creep silently closer to the camp, the observant goblin notices on bandit up on a platform in a tree. The platform is twenty feet off the ground, and the guard stationed on it has a rifle. He has a good view of the surrounding forest, and appears to be dwarven.

Perception for guard: 1d20 - 1 ⇒ (13) - 1 = 12

He does not see the goblins. How close do you want to get? I'm imagining you're about twenty feet into the forest from the guard platform, which is on the edge of their camp.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper signals to back out and make a circuit around the camp looking for more platforms and ways where a blind human could make his way between them.


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Zort follows Treetopper without complaint, though he does wonder if he could take out the lone dwarf right now.

Stealth: 1d20 + 10 ⇒ (7) + 10 = 17


When I have time I'll put the bandit camp map up. Assuming you two manage to successfully navigate it without being seen (very likely if you continue to take 10, rolling is a big risk here), I'll post the whole layout of the camp along with the bandits you could see. Once battle breaks out, we'll go back to individual viewpoints.

Should have time to post tomorrow.


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Okay, Zort will take 10s on Stealth.


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

Didier keeps an eye out for any bandits encroaching on their small, hidden camp, though he's not particularly good at it, and keeps getting distracted.

Perception: 1d20 ⇒ 8


The two goblins complete their scouting mission without being spotted by the bandits.

Revealed the map on Roll20.

K1. Clearing: The bandits created this semi-permanent campsite by cutting themselves a small clearing. Tree trunks and logs serve as chairs, all centered about a stonelined campfire. A heap of kindling and smaller sticks lies nearby. The bandits generally prefer to sleep under the stars, but a number of folded tents are stored under the platform (at area K2) for wetter nights.

K2. East Watchpost: A wooden platform 20 feet off the ground gives a great view of the campsite and the trail to the west. A rope ladder allows access, but if pulled up to the platform, access from below is possible by climbing one of the nearby trees (DC 15 Climb check). Tents, firewood, food, and other supplies are kept under a canvas tarp below this post.

K3. West Watchpost: This post is identical to the East
watchpost, save that no supplies are stored below it.

K4. The Logs: Two thick logs lie positioned alongside the forest trail.

K5. The Wagon: An old, broken-down wagon sits here.


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Zort divulges a scouting report to Didier and Dolgren.

Zort picks up his top hat and begins spinning it nervously. "We're outgunned. That's the truth of it. We'll need to out fox them if we want to walk away from this."

Gus scurries out from Zort's coat pocket, sits on Zort's shoulder, and seems to nod in agreement.

"Suppose there's 'bout a dozen of 'em. That's a good many barrels pointed our way once the smokin' starts,"Zort says. He puts his top hat back on his head. "Maybe Treetopper can out their post on the Western tower. I can try and make the watch at the other tower nod off and sleep. Then we burn their supplies and let the wilds sort 'em out. Whatever we do...it'll have to be foxy.


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

"Out-gunned, perchance, but not out-matched. It seems to me that they have no watch if we approach from the North-East: the bank of trees would hide us from their tower guards. They are in the open, we would be firing from cover with surprise. But I will listen to other counsel."

Dolgren is not rash - few dwarves are. But he has a liking for adventure and danger that sometimes gets him into trouble.


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

"That seems a viable plan, though we should leave horses nearby in case we need to run," Didier says. "I think we should attack around half an hour before dawn. That is when they should be at their most vulnerable."


Poke. So is the plan to attempt to surprise them from the NE just before dawn? Two people have agreed to this, so if I don't hear anyone say anything specifically against it in the next 24 hours or so, I will be going with that.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

"Umm," Treetopper finally speaks up. "I don't think we can win a straight up fire fight. They outnumber us two to one. We should approach from the west. I bet we can take that one guard. Even if we're not quiet, defending the west would be easier than the northeast where they can rush us. No?"


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

"I will admit that military strategerie has never been my forte. I would accept either plan. Regardless, we should keep the horses nearby if we need to run."


I'll give another twenty four hours for a plan to form that at least three people firmly agree on.


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Zort shakes his head. "At least one of us will be buzzard bait if we go for a shoot out. If we reckon we must take 'em on direct like, then I vote for the western approach."


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

"West it is." Didier agrees.


The marshals, decided on a plan, approach the bandit camp from the west.

I've placed you all on the western edge of the map and activated the line of sight function again. If you are trying to approach the sentry in the tree stealthily, please give me stealth checks.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Short post. Paizo my other one.

Treetopper leaves his rifle on Ozark and quietly commands Ozark to defend Dolgren.
Handle Animal: 1d20 + 8 ⇒ (2) + 8 = 10 Can he take 10 here?

He sneaks up to the guard and climbs the tree.

Stealth: 1d20 + 15 ⇒ (6) + 15 = 21
Climb take 10+11=21, because he has a Climb speed. If that's not enough to climb the tree, he uses the ladder.


I'll wait until I have actions from everyone to start rolling perception for the camp.


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

Dolgren follows Treetopper through the scrub, taking care not to be seen.

Stealth: 1d20 + 3 ⇒ (19) + 3 = 22


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

Didier knows he is not a stealthy man, and waits for the others to deal with the first guard before moving forward. "Let me know once you've got him, and I'll move up." he says, before the others go.


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Zort follows Dolgren. Furtively of course.

stealth: 1d20 + 10 ⇒ (6) + 10 = 16


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

Not that furtive!


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Well, an attempt at any rate. Could've been worse.


Perception: 1d20 ⇒ 19

Initiative:
Didier: 1d20 + 1 ⇒ (18) + 1 = 19
Dolgren: 1d20 + 3 ⇒ (5) + 3 = 8
Treetopper: 1d20 + 4 ⇒ (18) + 4 = 22
Zort: 1d20 + 2 ⇒ (12) + 2 = 14
Bandits: 10d20 + 10 ⇒ (9, 5, 19, 7, 1, 10, 1, 3, 7, 18) + 10 = 90
Kressle: 1d20 + 1 ⇒ (9) + 1 = 10

Party 15.75
Kressle 10
Bandits 10

Start Surprise Round

"Eh! A bloody goblin!" the dwarven guard exclaims from his perch as Treetopper sneaks towards him.

Party is up. Everyone can take a single standard action.


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

This is what trying to be stealthy gets you... Don't have access to roll20 from my phone, will post later once I am at a computer


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

Didier draws the rifle he took from the bandits at Oleg's place as he hears the guard shout. He then holds position, hoping that whichever goblin alerted the guard can talk his way out of it.


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

Still concealed among the trees, Dolgren aims at the guard. It is odd to be preparing to shoot one of his own race to protect a goblin, but it is an odd world. Dwarves who forsake their honour and throw in their lot with bandits have offended Torag.

Readied action to shoot if required, assuming that it comes to a fight


It already came to a fight, that's why I rolled initiative. If you are readying an attack, please roll it.


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

Pepperbox rifle, ranged touch attack: 1d20 + 1 + 3 + 1 - 1 ⇒ (17) + 1 + 3 + 1 - 1 = 21
Damage: 1d10 + 3 + 2 ⇒ (1) + 3 + 2 = 6


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Surprise Round

Treetopper hopes the guard saw Zort. He keeps stealthily climbing to the top.

Stealth: 1d20 + 15 ⇒ (2) + 15 = 17

Climb take 10+11=21, because he has a 20 Climb speed. If that's not enough to climb the tree, he uses the ladder.


Surprise Round

"Eh! A bloody goblin!" the dwarven guard exclaims from his perch as Treetopper sneaks towards him.

Didier draws the rifle he took from the bandits at Oleg's place as he hears the guard shout. He then holds position, hoping that whichever goblin alerted the guard can talk his way out of it.

Still concealed among the trees, Dolgren aims at the guard. It is odd to be preparing to shoot one of his own race to protect a goblin, but it is an odd world. Dwarves who forsake their honour and throw in their lot with bandits have offended Torag.

Treetopper hopes the guard saw Zort. He keeps stealthily climbing to the top.

Zort aims his pistol at the guard, hoping it was Treetopper the guard spotted.

The scruffy dwarven guard raises his rifle and sights down on Zort, before squeezing the trigger. A crack like thunder echoes through the night, immediately followed by shouts from the camp. The dwarf's shot misses Zort. It is immediately answered by the crack of Dolgren and Zort's own guns as they return fire on the guard. Zort's pistol misfires! Dolgren's shot however strikes the guard in his shoulder, wounding but not killing him.

End of Surprise Round
=======================================
Begin Round 1

______________________________________________________

Attack on Zort: 1d20 + 2 ⇒ (3) + 2 = 5

Zort's shot: 1d20 + 3 - 2 ⇒ (1) + 3 - 2 = 2

You guys are up!


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

Dolgren calmly rotates the barrel of his rifle and fires another shot.

Pepperbox rifle: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d10 + 3 + 2 ⇒ (3) + 3 + 2 = 8


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Jelani, did Treetopper get to the top? Can he stand on the top and engage in melee? Please advise. Also, I love the newest music on Roll20.


Well, the platform is 20' up. So yes, he can stand on it and melee.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Round 1

Treetopper waits for the shots of his companions against the dwarf. Then, he quietly crests the top pulling his small cavalry blade.

He slashes at the mid section of the dwarf from left to right

Waits for PC shots to avoid their Precise Shot penalty

Move action with Stealth to climb on top of platform. Climb take 10+11=21, because he has a 20 Climb speed.

Stealth: 1d20 + 15 ⇒ (17) + 15 = 32

free action to draw scimitar

standard foolhardy attack, flat-footed?: 1d20 + 2 + 1 ⇒ (7) + 2 + 1 = 10
if hit, damage: 1d4 ⇒ 1


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Zort glares at his revolver. I'll tend to you in a minute. Zort fires at the dwarf guard again.

Bang!: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
damage if hit: 1d6 - 2 ⇒ (5) - 2 = 3

The shot misses high. It belongs to the heavens now.

Zort says, "Fellas, gotta' fix my piece." Then Zort darts a bit farther back into the bush.


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

Didier works his way forward through the darkness, toward the light he can see in the distance.

Double move at half speed from the darkness.


Round 1

Dolgren calmly rotates the barrel of his rifle and fires another shot. This shot kills the platform guard, sending him tumbling to the ground.

Treetopper waits for the shots of his companions against the dwarf. Then, he quietly crests the top. He draws his rifle, preparing to lay down cover fire for his friends (I presume).

Zort glares at his revolver. I'll tend to you in a minute. Zort says, "Fellas, gotta' fix my piece."[b] Then Zort darts a bit farther back into the bush.

Didier works his way forward through the darkness, toward the light he can see in the distance.

[b]"Cain't see s&+@, Jasper! What's going on?"

"F#$*ed if I know Jeb, sound like someone done shot Hrothgarl."

"Oi you two twits shut the f!&+ up and keep your eyes west," a female voice cuts off the bandits conversation. The humans' eyesight is too poor to see the Marshals through the darkness.

End of Round 1
================================
Begin Round 2
__________________________________________

You're up!


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Zort gestures awkward at his iron, casting mend. Then he heads back toward the tree with the platform.


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Round 2

Treetopper sheathes his scimitar and stays concealed and looking for a target for his rifle. He whispers to his companions below, "Dead. Get ready."
Stealth: 1d20 + 15 ⇒ (5) + 15 = 20

move action to sheath scimitar

ready rifle attack: 1d20 + 6 ⇒ (17) + 6 = 23
if hit, damage: 1d10 ⇒ 10

perception for target: 1d20 + 6 ⇒ (2) + 6 = 8


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

Dolgren allows himself a grim smile at the bandits' complaints; this is just like the War against the secessionists. He takes cover amid the trees and aims at the next target.

Pepperbox rifle: 1d20 + 1 + 3 + 1 - 1 ⇒ (14) + 1 + 3 + 1 - 1 = 18

Damage: 1d10 + 3 + 2 ⇒ (1) + 3 + 2 = 6


At the moment you guys can see them due to their fire (with some cover), but they can't see you. Please declare targets by using the colored dots or auras around the bandits. Otherwise I don't know who you are shooting at. Thanks!


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Treetopper targets the chick with two axes.


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

Didier takes aim at the woman near the fire, and, ignoring the pain shooting through his hands, fires his rifle.

Rifle Attack vs. Axe Lady: 1d20 - 3 ⇒ (13) - 3 = 10
Rifle damage: 1d12 ⇒ 12

I'm 75' away, so that should be vs. touch AC, and since they can't see me, they shouldn't get dex either, so AC 10?


Round 2

Zort gestures awkward at his iron, casting mend. Then he heads back toward the tree with the platform.

Treetopper draws his rifle and stays concealed and looking for a target. He whispers to his companions below, "Dead. Get ready." He fires off a round at the woman, hitting her in the chest.

Dolgren allows himself a grim smile at the bandits' complaints; this is just like the War against the secessionists. He takes cover amid the trees and aims at the female leader of the group, putting another round into her.

Didier takes aim at the woman near the fire, and, ignoring the pain shooting through his hands, fires his rifle. As his bullet hits the woman she crumples to the ground, dead or dying.

"Oh s*~+, they got Kressle!"

"Everyone get down!"

The bandits all drop prone, taking cover behind logs and brush. The remaining dwarven sentry on the second tower raises his rifle and fires a round at Didier. The bullet tears through the oracle's shoulder, mere inches from his jugular.

End of Round 2
================================
Begin Round 3
_______________________________

Treetopper you never drew your scimitar, since the guard was dead by the time you got up to the platform. So you can use that move to draw your rifle instead.

Attack on Didier: 1d20 + 2 ⇒ (20) + 2 = 22 Uh oh
Attack on Didier: 1d20 + 2 ⇒ (3) + 2 = 5 Whew!
Damage: 1d12 ⇒ 2


Male Dwarf Gunslinger 1 AC 16 [T13 FF13] | CMB +1 | CMD 14(18) | HP 12/12 | Fort +4(8) | Ref +5(9) | Will +2 (6) | Init +3 | Percep +6(8), Darkvision 60 ft
Skills/Abilities:
Acrobatics 6 | Craft firearms 4 | Stealth 3 | Survival 6 | Grit (2) | Deeds | Greed | Stonecunning | Hatred

"By Torag! Another dwarf!" Dolgren is incensed by the treachery of not one, but two, of his race. Banditry - the forsaking of the law - is one of the gravest sins a dwarf can commit.

Moving into position, he takes aim at the wretch, sights along the barrel and fires.

Pepperbox rifle: 1d20 + 1 + 3 + 1 - 1 ⇒ (18) + 1 + 3 + 1 - 1 = 22
Damage: 1d10 + 3 + 2 ⇒ (7) + 3 + 2 = 12


Male Goblin HP: 3/13 | Colt 6/6 | Rifle 4/4
Stats:
AC 18 Touch 15 FF 13 CMD 14 | Fort +3 Ref +4 Will +1 | Initiative +4 | Perception +6, Darkvision

Round 3

Treetopper drops prone and focuses on the dwarf in the tree. He holds a breath and squeezes the trigger. The bullet rips through the dwarf's shoulder.

rifle attack: 1d20 + 6 ⇒ (20) + 6 = 26
confirm threat: 1d20 + 6 ⇒ (4) + 6 = 10
damage: 1d10 ⇒ 9
if crit, more damage: 3d10 ⇒ (8, 9, 7) = 24


Stats:
Male Goblin hp 8/8 | AC 13; touch 13; FF 11 | Fort +4 Ref +2 Will +2 | Initiative +2 | Darkvision; Perception +2

Zort moves closer and fires at the dwarf in the tree.

Bang!: 1d20 + 3 - 8 ⇒ (16) + 3 - 8 = 11

Did it hit?: 1d6 ⇒ 3

Obviously won't fire if the dwarf is already down.

Zort shouts, "Surrender, we've got you surrounded!"

Bluff?: 1d20 ⇒ 11


LN Male Human Oracle (Spirit Guide) 1 [ HP: 9/9 | AC: 15 T: 11 FF: 14 | F: +1 R: +1 W: +3 | Init + 1 | Per +0 ]

Grunting from the pain, Didier casts a spell to at least partially ward him from the bullets. He then drops prone.

Casting Shield of Faith

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