JZ's Carrion Crown - (Wake of the Watcher) (Inactive)

Game Master JamZilla

Map

LOOT


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NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

"Yes, its alright. The doors are...curious. They are made of stone.

Take 20 on a trap search (for a 37), then detect magic.


retired

"I've about had my fill of being sopping wet. As if this place wasn't trouble enough, it's like my clothes themselves are trying to strangle and smother me now." Vala huffs softly from the back of the group as she's helped from the water.


The doors are not trapped nor are they magical

The heavy stone doors are unremarkable aside from their unusual material. Kazamir steps aside and gestures for Vermundr and Zed to come forward and push them open. They duly oblige with a synchronous shove of their shoulders.

Other than the two stone doors high on the walls, this room seems bare save for the dark waters covering the floor.

Once again the doors are high up and the remains of broken walkways can be seen against them, but unlike the other rooms, the remnants of the walkways are nowhere to be seen in this bare chamber.

1d20 ⇒ 17

Perception:

Vermundr: 1d20 + 13 ⇒ (7) + 13 = 20
Vala: 1d20 + 10 ⇒ (9) + 10 = 19
Constantin: 1d20 + 12 ⇒ (19) + 12 = 31
Kazamir: 1d20 + 14 ⇒ (10) + 14 = 24
Hazel: 1d20 + 6 ⇒ (19) + 6 = 25
Zed: 1d20 + 5 ⇒ (10) + 5 = 15

Everyone except Zed (sorry):

Clinging to the ceiling of the room, in the darkness up above, a black, amorphous blob piles up on itself, a quivering mound of midnight sludge that glistens darkly before surging down toward you.

Surprise Round - Heroes (not Zed - sorry again!)


Map

The thing is clinging 30 feet up as you enter


Inactive

Surprise Round

As they enter into the room, Hazel's gaze trails upward and her eyes widen as she spots the enormous blob clinging to the ceiling above them. "Watch it!" she cries as she calls upon Desna's favor to aid her in battle.
______

Hazel will cast Divine Favor!


Knowledge Dungeoneering DC 17:

This massive amorphous blob is a dreaded Black Pudding!

It is completely mindless and are the scavengers of the underworld, constantly on the lookout for a meal. They can sense organic or metallic objects within 60 feet and mindlessly attack such items or beings until they are dissolved or the ooze is killed.

A black pudding secretes a digestive acid that dissolves organic material and metal quickly, but does not affect stone. Each time a creature suffers damage from a black pudding's acid, its clothing and armor take the same amount of damage from the acid. A DC 21 Reflex save prevents damage to clothing and armor.

Worse still, attacking a Black Pudding with piercing or slashing weapons deal no damage but instead splits the ooze into two independent creatures.

Though they are massive and deadly, they are relatively slow.

More with a better result


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr glances up briefly. Spotting something shiny in the darkness, he stares in confusion for a second before raising his weapon defensively as dread realization sinks in. "Defend yourselves"

I don't think you can ready with a surprise action so Vermundr will total defense instead.


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Know/dngeer w. inspiration: 1d20 + 8 + 1d6 ⇒ (19) + 8 + (6) = 33

"Black Pudding!" Kaz shouts, "'ware your armor and weapons! ti will dissolve metal as well as flesh! And don't cut or pierce it - it will just divide into separate creatures!"

"Now the stone doors make sense, at least, "

Might I know any vulnerabilities with that roll?

"Do we fight or flee?"

surprise round action still pending...


It has no specific vulnerabilities other than it is extremely easy to hit. It also will engulf and constrict prey and those being constricted find it more difficult to avoid taking acid damage to their equipment as well.


If you flee, remember you need to swim back to the other side of the basilisk room


retired

You absolutely can ready in a surprise round, Vermundr. You're limited to nothing more than a standard action if you get to act in the surprise round, and readying an action is a standard action. =)

At Kaz's declaration of not cutting or piercing it, Vala calls upon some of Petros' knowledge and conjures a bright orb of fire to her hand.

cast produce flame

Status:

HP: 38/45
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 15
F/R/W: +5/+2/+9 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 2/7
Healing Hex targets: Hazel, Kaz, Vermundr
Heaven's Leap targets: self, Kazamir, Vermundr
Current Wandering Spirit: Heavens
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+1+1*) | DC 15: inflict light wounds [X], know the enemy* [ ], magic missile [X] [ ] [ ], produce flame (CL9) [X]
Level 2 spells (3+1+1*) | DC 16: glitterdust [X], tongues* [ ], spiritual weapon [X] [X] [ ]
Level 3 spells (2+1+1*) | DC 17: fly [ ], lightning bolt [X], locate object* [ ], spiritual weapon (extended) [ ]
Level 4 spells (1+1+1*) | DC 18: dismissal [ ], legend lore* [ ], greater magic weapon [X]

Ongoing Effects
greater magic weapon (7 hrs): Vermundr
produce flame (1/9 minutes)


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Assist Knowledge (dungeoneering): 1d20 + 6 ⇒ (15) + 6 = 21

"We cannot continue to flee when faced with opposition, we must advance. But it is slow, we could attempt to go past it and get out of its lifesense range."


Inactive

"A black pudding - that's what someone decided to name this thing!? So what do we do, smush it or burn it or...???" Hazel calls out, a scowl on her face as she wonders who would name such a disgusting and dangerous foe after something tasty and delicious.


Surprise Round - Enemy

The massive black blob drops suddenly from the ceiling with a loud SCHLUKK! as it dislodges itself and then hits the ground before you with a wet splat.


Round 1 - Heroes

Positions have not yet changed


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

It hasn't actually acted yet, right?

"No blades?" Vermundr says aloud as he considers Kazamir's warning. "I can slow it down but someone else will have to kill it."

The big northerner performs a sign with his offhand forming another spear of inky dark energy. He rears back and tosses it at the animate ooze.

Ranged Touch: 1d20 + 7 ⇒ (12) + 7 = 19
Strength Damage (fort 12 for half): 1d6 + 3 ⇒ (2) + 3 = 5


Well, it had a surprise round during which all it could do is drop down in front of you.

It has an initiative modifier of -5 so figured it's only reasonable that you win initiative

What spell is that, Vermundr?

Fort: 1d20 + 9 ⇒ (16) + 9 = 25


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Ray of Enfeeblement.


Gotcha


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kaz concentrates for a moment, then slips behind Vermundr and steps to the side. He turns to face the blob , opening his mouth to let loose a horrid, rasping squeal that tears into the thing.

Casting Sonic Scream, then five-foot and hit the pudding with the first of three cone-shaped sonic attacks.

Sonic dmg, rflx dc16 for half.: 4d4 ⇒ (2, 4, 1, 4) = 11


retired

Vala hurries past the press of bodies and hugs the eastern wall before sending a tongue of fire lashing out at the giant ooze.

Produce Flame: 1d20 + 4 ⇒ (17) + 4 = 21for: 1d6 + 5 ⇒ (5) + 5 = 10

Status:

HP: 38/45
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 15
F/R/W: +5/+2/+9 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 2/7
Healing Hex targets: Hazel, Kaz, Vermundr
Heaven's Leap targets: self, Kazamir, Vermundr
Current Wandering Spirit: Heavens
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+1+1*) | DC 15: inflict light wounds [X], know the enemy* [ ], magic missile [X] [ ] [ ], produce flame (CL9) [X]
Level 2 spells (3+1+1*) | DC 16: glitterdust [X], tongues* [ ], spiritual weapon [X] [X] [ ]
Level 3 spells (2+1+1*) | DC 17: fly [ ], lightning bolt [X], locate object* [ ], spiritual weapon (extended) [ ]
Level 4 spells (1+1+1*) | DC 18: dismissal [ ], legend lore* [ ], greater magic weapon [X]

Ongoing Effects
greater magic weapon (7 hrs): Vermundr
produce flame (2/9 minutes)


Reflex save: 1d20 - 2 ⇒ (4) - 2 = 2

Ripples beginning running along the surface of the thing as Kazamir screams at it, like wind whipping at a mill pond. Vala follows up with a burst of flame that erupts on it's surface and causes the whole thing to shake.

At first it appears that Vermundr's spell had no effect but then it seems that the thing moves even more sluggishly, if such a thing were possible.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Being told he has the best weapon, Zed steps forward and takes a swing.

Attack: 1d20 + 11 ⇒ (9) + 11 = 20
Damage: 1d10 + 11 ⇒ (8) + 11 = 19

Then Zed offers his weapon to Verm. "You're stronger than I am."


My most potent spells can't do a thing against this if it has no mind to speak of! Constantin shouts before raising two fingers to his temple and unleashing a blast of force instead that slams into the creature like rocks thrown into a mud puddle.

Magic missile: 4d4 + 4 ⇒ (1, 2, 4, 2) + 4 = 13


Round 1 - Enemy

1d4 ⇒ 3 Zed

The thing lurches forward suddenly at the creature that just struck it so fiercely. Black tendrils reach out and seize at the inquisitor.

Slam, Zed: 1d20 + 8 - 1 ⇒ (4) + 8 - 1 = 11

But he is ready for such an attack and dodges aside at the last moment.

Round 2 - Heroes


Inactive

"This is disgusting..." Hazel groans as she shifts her grip on her starknife and steps forward, attempting to smack the pudding with the side of the weapon.

Attack vs. Pudding (Starknife; Divine Favor, Weapon Versatility): 1d20 + 8 + 2 ⇒ (14) + 8 + 2 = 24
Damage (Bludgeoning): 1d8 + 2 + 2 ⇒ (7) + 2 + 2 = 11


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kazamir screams again, though the sound lacks the intensity of his first attack.

sonic, dc16 reflex: 2d4 ⇒ (2, 4) = 6


INACTIVE - GAME DIED

Constantin shakes off his trepidation and continues to focus, this time igniting spontaneous motes of unstable ectoplasm into licking flames.

Dunno if fire works, but spontaneous immolation is always worth a try!

Sorry I missed a round. I had a pretty bad fever for a few days. :/


retired

Vala hurls another tongue of fire at the ooze, doing her best to remain up against the wall.

Produce Flame: 1d20 + 5 - 4 ⇒ (7) + 5 - 4 = 8for: 1d6 + 5 ⇒ (5) + 5 = 10

Status:

HP: 38/45
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 15
F/R/W: +5/+2/+9 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 2/7
Healing Hex targets: Hazel, Kaz, Vermundr
Heaven's Leap targets: self, Kazamir, Vermundr
Current Wandering Spirit: Heavens
Prepared spells
Orisons (4) | DC 14: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+1+1*) | DC 15: inflict light wounds [X], know the enemy* [ ], magic missile [X] [ ] [ ], produce flame (CL9) [X]
Level 2 spells (3+1+1*) | DC 16: glitterdust [X], tongues* [ ], spiritual weapon [X] [X] [ ]
Level 3 spells (2+1+1*) | DC 17: fly [ ], lightning bolt [X], locate object* [ ], spiritual weapon (extended) [ ]
Level 4 spells (1+1+1*) | DC 18: dismissal [ ], legend lore* [ ], greater magic weapon [X]

Ongoing Effects
greater magic weapon (7 hrs): Vermundr
produce flame (3/9 minutes)


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr takes the inquisitor's offered weapon and, after sending a pulse of arcana through its length, smashes the club's studded head into the ebony monster.

Attack: 1d20 + 12 - 2 ⇒ (1) + 12 - 2 = 11
Damage: 1d10 + 6 + 2 + 6 ⇒ (5) + 6 + 2 + 6 = 19


Hazel Stokes wrote:
"This is disgusting..." Hazel groans as she shifts her grip on her starknife and steps forward, attempting to smack the pudding with the side of the weapon.

As Hazel moves forward, the block oozy tendrils lash out at her.

AOO, Hazel: 1d20 + 8 - 1 ⇒ (11) + 8 - 1 = 18 Hit
Damage: 2d6 + 3 ⇒ (6, 4) + 3 = 13 and Acid: 2d6 ⇒ (2, 4) = 6

It's grip is firm and it's very touch begins searing her flesh.

Hazel reflex: 1d20 + 3 ⇒ (15) + 3 = 18 Fail

Hazel your clothing and armour take the same amount of acid damage.

Grab: 1d20 + 15 ⇒ (20) + 15 = 35 Success
Constrict damage: 2d6 + 3 ⇒ (6, 5) + 3 = 14 and Acid: 2d6 ⇒ (5, 2) = 7
Hazel reflex: 1d20 + 3 ⇒ (16) + 3 = 19 Fail

Your clothing and armour takes an additional 7 damage


Zed Ulmin wrote:

Being told he has the best weapon, Zed steps forward and takes a swing.

Then Zed offers his weapon to Verm. "You're stronger than I am."

Zed reflex: 1d20 + 5 ⇒ (14) + 5 = 19 Fail

Acid damage to weapon: 2d6 ⇒ (6, 1) = 7


Vermundr wrote:
Vermundr takes the inquisitor's offered weapon and, after sending a pulse of arcana through its length, smashes the club's studded head into the ebony monster.

Vermundr reflex: 1d20 + 3 ⇒ (8) + 3 = 11 Fail

Acid damage to weapon: 2d6 ⇒ (6, 5) = 11


Reflex vs Kaz: 1d20 - 2 ⇒ (2) - 2 = 0 Fail
Fort vs Constantin: 1d20 + 9 ⇒ (4) + 9 = 13 Fail
Fire damage: 3d6 ⇒ (1, 6, 3) = 10


INACTIVE - GAME DIED

YESSS BURRRNNN


The group watches on in horror as Hazel is seized by the thing and as it starts drawing her into it's mass; her clothing, her armour and her flesh begins to sizzle and melt. With a scream she lashes out and then the group turn the ful force of their fury on the abomination, smashing it and scorching it with fire and psychic energy.

At the end of the barrage it's form begins to collapse as a great shudder runs through it and it bursts like a waterskin, spilling oozing black sludge all around the room.

Combat Over

There was quite significant damage done not just to Hazel but to her armour and Zed's weapon there, you'll need to work out if they are still intact

13 damage to Hazel's clothing and armour. 18 to Zed's tetsubo


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

With an apologetic shrug, Kaz looses one more scream - a shadow of the first one - into the motionless mass - the clears his throat.

"Sorry...It is hard to speak until the full power of the spell has been discharged..."

I think hardness still applies to energy damage, yes? If so, Zed's +1 Tesubo has a hardness of 7 and 20 hp, so there'd be a total of 4hp on it. Hazel's armor has a hardness of 10, so none of the attacks overcame hardness. Hazel's clothing...well, might be timne to change clothes...


retired

Kaz has the right of it regarding hardness, but there's a little more to dig into:

Spoiler:
Energy Attacks: Energy attacks deal half damage to most objects. Divide the damage by 2 before applying the object's hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

Damaged Objects: A damaged object remains functional with the broken condition until the item's hit points are reduced to 0, at which point it is destroyed.

Damaged (but not destroyed) objects can be repaired with the Craft skill and a number of spells.

Broken: Items that have taken damage in excess of half their total hit points gain the broken condition, meaning they are less effective at their designated task. The broken condition has the following effects, depending upon the item.

  • If the item is a weapon, any attacks made with the item suffer a –2 penalty on attack and damage rolls. Such weapons only score a critical hit on a natural 20 and only deal ×2 damage on a confirmed critical hit.
  • If the item is a suit of armor or a shield, the bonus it grants to AC is halved, rounding down. Broken armor doubles its armor check penalty on skills.
  • I think Kaz winds up being right in the end, but Zed's tetsubo might have less damage on it and Hazel's armor might have more - all up to that 'GM discretion' bit. =)


    Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
    Buffed Stats:
    AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

    Rules Dropping:
    There are three points we need to pay attention to:

    Energy AttacksEnergy attacks deal half damage to most objects. Divide the damage by 2 before applying the object’s hardness. Some energy types might be particularly effective against certain objects, subject to GM discretion. For example, fire might do full damage against parchment, cloth, and other objects that burn easily. Sonic might do full damage against glass and crystal objects.

    Magic Armor, Shields, and Weapons Each +1 of enhancement bonus adds 2 to the hardness of armor, a weapon, or a shield, and +10 to the item’s hit points.

    Damaged Objects A damaged object remains functional with the broken condition until the item’s hit points are reduced to 0, at which point it is destroyed. Damaged (but not destroyed) objects can be repaired with the Craft skill and a number of spells. (eg. make whole or mending)

    As a tetsubo, the base weapon has 5 hardness and 10 hp. As a +1 weapon that makes it have 7 hardness and 20 hp.

    So now it rests upon if the DM considers acid damage to be "particularly effective" against our weapons.

    Edit: Bah, Vala beat me to the punch.


    Honestly, given the write up of the black pudding specifically saying they devastate weapons and armour I think it should count as 'particularly effective.'

    But this is already a low wealth campaign and its kinda a d1ck move so I'm happy for hardness to apply and the energy damage to be halved as normal


    INACTIVE - GAME DIED

    As long as they aren't destroyed, make whole should have them right as rain.


    Inactive

    Although in obvious pain from the touch of the pudding's acid, Hazel seems more pained by the damage that's been done to her armor as well as the clothing underneath it. "Oh hells, anyone got a good way to mend this? And, um, some spare clothes? I think my armor might be salvageable but my clothes look like swiss cheese under here!"
    ______

    Sorry for the slow response, worked on the '12 Hour Nap' achievement yesterday...


    NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

    Kaz doffs his long coat and, looking away in a gentlemanly fashion, holds it out to Hazel.

    "Unfortunately, I did not pack a full second outfit, but this should provide at least some modesty and comfort under your armor."

    Heh...I fought in steel lamellar for a few years. You do NOT want to be uncovered under a coat of scale...the marks alone get interesting.


    INACTIVE - GAME DIED

    Glancing at his still bloody sleeves, Constantin says, "It seems the tailor will take the lion's share of our earnings when we finish our business here!"


    Inactive

    "Thanks Kaz...and yeah, this'll teach me to not pack more than one set of clothes," Hazel sighs as she quickly finds a corner to adjust herself in, back turned towards the group.


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    Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
    Resources:
    Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
    Zelda | 47/47 HP (0 nonlethal) | AC: 21

    Regardless of the deadly circumstances, Vermundr can't help but sneak a glance at the bits of exposed skin seen through Hazel's acid-rotted clothing. He smirks and silently averts his gaze.

    The damage done to mundane clothing by the perils of adventuring is rarely addressed.


    So how are you going to progress? Getting up to one of the doors with fly or ropes I would guess but which one?

    I can enact 'rule of left' again then and get us moving to the end of this book!


    NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

    If there is a set of doors that leads toward the center of things, I say we take that one.


    Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
    Buffed Stats:
    AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

    I always vote rule of left unless we say otherwise.


    Inactive

    "Going left sounds good with me - besides, I've always heard that left is lucky!"

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