JaceDK's Realm of the Fellnight Queen (Inactive)

Game Master Jacob Trier

"That fell creature sought to twist our minds, remove our souls, and make us forget what we are, rendering us into nought but crude beasts."
- Jervaise Toppington, Steel Falcon of Andoran


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hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

I'm willing to scout ahead, but I think I'll need some light, unless there is natural illumination.


Taecuss will cast light for Caelin, on his object of choice. "It will only last a minute, so don't go too far."


Male Halfling Inquisitor 8

Do be careful. This spot smells of ambush..., Meycho says, readying his small bow.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Caelin:
In the light from Teacuss spell, your sharp elven eyes are able to see most of the cavern.

From you vantage point in the south-west corner of the cavern, you can see that the pool fills half of it, fed by an underground stream emerging from the northern wall.

Above, you can see two separate openings, each covered by a wooden lid. Most likely, the occupants in the palace above use these to draw water from the pool.

The ledge you have been following widens and opens up into the cavern, forming a shore around the south and east side of the pool. There are two exits leading off to other parts of the underground cavern complex, one in the south-east corner and one in the eastern wall.


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Caelin crept softly back to the others and explained the what he saw ahead. [occ]go ahead and read the "Caelin" spoiler above [/ooc]

"If we can get up to the well-caps, we can get into the palace now. Or, we can explore more of the caverns. I'd rather get into the palace here."


May the celestials bless that gnome for finding redemption! Taecuss thinks.

"I agree. Let's head up to the palace. Do you think you can find a way up? I have a scroll with spell of flight on it, but I was holding back for when we face the queen."


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Caelin grimaced doubtfully. I don't know, I could go look again, but they seem to just be holes in the ceiling covered with wooden caps. I'm not sure how I could get up there.

Caelin had a quick memory of the Queen's dream-attack, and how he tumbled unceremoniously from a tree while trying to reach her.

To hide the blush of embarrassment on his cheeks, he turned back down the dark corridor to determine if he'd missed a way to climb to the well-holes.


"Then why don't we press on. Perhaps we'll find another point of access, a cellar or something,and gain entry that way. We can always come back here and try to get up to those holes if nothing else presents itself."

Let's try the passage in the southeast corner of the room.


Mummy's Mask Campaign slides | Storyteller extraordinaire

The holes are at the very top of the cave ceiling, over the water of the pool. Without flight or spider climb, it will be virtually impossible to reach them.

Everyone good with moving to the south-east? Same marching order? If you are going covert, please roll me up some stealth checks.


Male Halfling Inquisitor 8

Wait, Meycho said. Let me check the ground for signs of passage before we all move ahead and disturb the ground.

With that he crept ahead, carefully examining if there were any signs of something moving about and which of the tunnels was the most travelled.

Tracking: 1d20 + 15 ⇒ (13) + 15 = 28


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Caelin halted at Meycho's request and made way for the halfling.

Good idea! he whispered.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Hey guys, didn't mean to keep you waiting yet again, but I managed to obtain some special modifications to some of the encounters in the palace that I think you are going to like. I just need a bit longer to figure out precisely what to use and what to leave the way Neil wrote it. Also, I have to get Maptool to work again. Shouldn't be long before the next update.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Ok, work, a local con and Easter meant it took a bit longer than intended. But I'm set to move on. Maptool still refuses to function, so I'll have to figure out something for combat maps, but we'll cross that bridge once we get to it.

For now, I just want to know whether Meycho brings along a light source, or if he stays within the radius of light cast by Taecuss light spell.


Male Halfling Inquisitor 8

Meycho mutters a small prayer and suddenly the tip of his arrow shines with a small but bright light. Hopefully this will help me see danger as much as it will help danger see me..., he mutters.


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:
Choffalis stealth: 1d20 + 9 ⇒ (9) + 9 = 18 vs Meycho perception: 1d20 + 14 ⇒ (16) + 14 = 30

Choffalis init: 1d20 - 2 ⇒ (1) - 2 = -1
Meycho init: 1d20 + 10 ⇒ (4) + 10 = 14
Meycho knowledge nature+ monster lore: 1d20 + 4 + 2 ⇒ (13) + 4 + 2 = 19

Moving carefully along the shore of the pool, Meycho examines the soil for tracks.

Meycho only:
In the light of your glowing arrow, you are able to identify several distinct tracks along the edge of the pool. The first set is from a pair of small, webbed feet. You are almost certain that they belong to Arvormeigh the nixie. Judging from the high number of tracks from her, you estimate that this pool was likely her home in the palace.

A few other sets also belong to small humanoid creatures, perhaps spriggans or other fey.

Finally, you find a number of disturbingly large prints that most of all look like someone dragged thorn bushes from the northernmost tunnel to the pool and back again.

You realize that there is something familiar about these tracks - seeing them triggers some memory of the lessons of monster lore taught to you by your adopted elven family. In particular, about large vicious thorn-covered plant-creatures known as battlebriars. These ferocious beings are like to charge their prey and impale them on the long thorns covering their bodies. They are able to send a volley of thorns flying over a great distance and share the same defenses and weaknesses as most other living plants.

Just as this knowledge flood back to you, a movement at the edge of the light cast by your arrow draws your attention. Crouching by the the tunnel wall about 30 ft from you is a 6-legged lionlike creature covered in thick thorns. It looks ready to charge.

Surprise round - one standard or move action.

MAP


Male Halfling Inquisitor 8

Meycho lets out a low call, Company, before calling upon divine judgment and letting the arrow fly.

Activating Judgement +2 to hit/+3 damage
Attack: 1d20 + 15 ⇒ (4) + 15 = 19
Damage: 1d6 + 5 ⇒ (3) + 5 = 8

Then, he steps back, partially out of sight of the creature.

5-foot step to F19


Mummy's Mask Campaign slides | Storyteller extraordinaire

The rest of the group hears Meycho call out and sees him fire at something in the northern-most tunnel.

Everyone except Meycho, please roll initiative. I'll post a combat post when I get home tonight.


Initiative 1d20 + 3 ⇒ (7) + 3 = 10


Sorry, this thread got hidden when I tried to hide a bunch of stuff I guess. Sorry!

Init: 1d20 + 2 ⇒ (9) + 2 = 11


Mummy's Mask Campaign slides | Storyteller extraordinaire
Goodluck K'tango wrote:

Sorry, this thread got hidden when I tried to hide a bunch of stuff I guess. Sorry!

[dice=Init]1d20+2

No problem, James - It's not the first time PbP threads have gone into hiding. That's why I sent out a PM to everyone who had not posted an initiative.


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

init: 1d20 + 3 ⇒ (13) + 3 = 16


Mummy's Mask Campaign slides | Storyteller extraordinaire

Just Jervaise left to report in. I'm giving him another 24 hours, then I'll move the encounter along.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Still no Jervaise. His last post from his main alias was made April 2nd and mentions computer trouble, so lets move on and I'll GMPC him as needed.

Jervaise initiative: 1d20 + 7 ⇒ (1) + 7 = 8

Meycho only:
Your arrow hits, and it appears to hurt the creature - at least enough to make it angry. It rears up and charges you.

Meycho is momentarily cast in shadow as he fires his only light source from his bow. A couple of heartbeats later, a large, six-legged lionlike creature covered in thorns comes charging out tunnel straight at him, the shining arrow embedded in its body. Image of the creature

Meycho barely manages to sidestep. Only a swift step back saves him from being trampled by the monster, but he is now in a precarious position with the pool to his back and the deadly thorns of the creature to his front.

DC 17 knowledge nature:
This vicious thorn-covered monster belongs to a species of plant-creatures known as battlebriars. These ferocious beings are like to charge their prey and impale them on the long thorns covering their bodies. They are able to send a volley of thorns flying over a great distance and share the same defenses and weaknesses as most other living plants.

Combat post and map coming up - feel free to roll knowledge checks.


Mummy's Mask Campaign slides | Storyteller extraordinaire

- Rhoswen's Palace - poolside ambush -

Round 1

Initiative
Caelin: 16
Meycho: 14
Goodluck: 11
Taecuss: 10
Jervaise: 7
Battlebriar: -1

Notes

Light and visibility: Caelin has one active light spell and the monster has one active light spell on Meycho's arrow. Thanks to their lowlight vision, Caelin, Taecuss and Jervaise can see normally in most of the cave complex, while Meycho and Goodluck may experience areas of dim light.

Monster: The creature is covered in thorns that make it difficult to move past and allows it to threaten it's immediate surroundings. Special rules may apply.

MAP

Caelin is up


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Know Nature: 1d20 + 13 ⇒ (6) + 13 = 19

"Gozreh's balls!" Caelin cursed. "It's a plant creature. Nasty thorns!" He hustled forward on the damp rock to close with the spiky monstrosity.

Keep it in one place; keep it away from the others, he thought as he moved toward it and Meycho.

He dropped his glowing bow and pulled out his greatsword as he closed the distance. A short squawk told Aumgwe to attack from behind.

I'll double move to H20, dropping my bow with the light spell at L15 at the end of my first move as a free action. I'll draw my greatsword as part of my second move action.


Male Halfling Inquisitor 8

Knowledge Nature: 1d20 + 4 ⇒ (1) + 4 = 5

Meycho crouches low and sidesteps a sweep of the beast's claws, while pulling one of his enchanted daggers and calling on Ketephys' aid.

5-foot step to G20, draw dagger, activate Bane, using Piranha Strike and Power Attack.

Attack: 1d20 + 15 - 2 - 2 ⇒ (12) + 15 - 2 - 2 = 23
Damage: 1d3 + 3 + 3 + 2d6 + 2 + 4 + 4 ⇒ (1) + 3 + 3 + (5, 4) + 2 + 4 + 4 = 26

Then, with a whistle, he calls on Falling Star to attack it from the other side.

Handle Animal as free action: 1d20 + 6 ⇒ (19) + 6 = 25

Falling Star moves to d20 (circling to avoid attack of opportunity), using Precise Strike and Power Attack

Attack: 1d20 + 7 + 2 - 2 ⇒ (18) + 7 + 2 - 2 = 25
Damage: 1d4 + 2 + 4 + 1d6 ⇒ (2) + 2 + 4 + (1) = 9


Mummy's Mask Campaign slides | Storyteller extraordinaire

The plant-creature thrashes wildly as Meycho's enchanted dagger bites into it. Both the dagger and Falling Star's claws leave gashes dripping bright green sap, but the monster is far from finished.

Goodluck and Taecuss next


Taecuss will start a bardic performance as he moves forward. Advance to M12.


Goodluck shakes his head as he sees the thorny thing. "So much per'version of nature here. Gozreh would not be pleas'd wit' dis."

Goodluck steps forward to J-18, unslinging his trident.


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:

Slam vs Meycho: 1d20 + 14 ⇒ (3) + 14 = 17
dmg: 1d8 + 6 ⇒ (1) + 6 = 7
Grab: 1d20 + 16 ⇒ (1) + 16 = 17

Slam vs Meycho: 1d20 + 14 ⇒ (11) + 14 = 25
dmg: 1d8 + 6 ⇒ (4) + 6 = 10
Grab: 1d20 + 16 ⇒ (9) + 16 = 25
Impale: 1d20 + 16 ⇒ (11) + 16 = 27

Jervaise rushes forward to join Goodluck and Caelin, drawing his greatsword along the way. double move to I19

The battlebriar lashes out at the halfling inquisitor in retribution for the painful dagger slashes. Meycho deftly dodges the first swing, but the move puts him off balance. The second limb catches him in the side, the long thorns piercing his body and lifting him off the ground to dangle helplessly from the limb in agony.

Meycho, 10 damage and you are impaled on the thorns or the creature. You are considered helpless until you succeed a grapple check vs the creature (treat as escaping a pin). The battlebriar is not considered grappled.

With Meycho hanging from it, the monster moves closer to the rock side of the cavern.


Mummy's Mask Campaign slides | Storyteller extraordinaire

- Rhoswen's Palace - poolside ambush -

Round 2

Initiative
Caelin: 16
Meycho: 14 (impaled, helpless)
Goodluck: 11
Taecuss: 10
Jervaise: 7
Battlebriar: -1

Notes

Light and visibility: Caelin's bow at L15 has one active light spell and the monster has one active light spell on Meycho's arrow. Thanks to their lowlight vision, Caelin, Taecuss and Jervaise can see normally in most of the cave complex, while Meycho and Goodluck may experience areas of dim light.

Monster: The creature is covered in thorns that make it difficult to move past and allows it to threaten it's immediate surroundings. Special rules may apply.

MAP

Caelin is up


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Can I attack from my current space? I'll assume so

Caelin's sharp whistle brought Aumgwe swooping in behind the beast. A talon lashed out, more to distract than to maim.

Aumgwe will aid another to increase Caelin's attack, and will also provide flank by his move to E22

Talon vs DC 10: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12

Caelin used the thorny beast's momentary flinch to begin a series of thrusts with his greatsword.

Power Attack with Cold Iron Greatsword +1 #1: 1d20 + 11 + 2 + 2 ⇒ (9) + 11 + 2 + 2 = 24
damage: 2d6 + 16 ⇒ (3, 3) + 16 = 22
Greatsword attack #2: 1d20 + 6 + 2 + 2 ⇒ (15) + 6 + 2 + 2 = 25
damage: 2d6 + 16 ⇒ (6, 1) + 16 = 23


While maintaining his performance, Taecuss rushes forward to try and help Meycho, unsure how he'll accomplish that even as he comes up on the beast.

Double move to G19, readying his rapier as he goes.


Mummy's Mask Campaign slides | Storyteller extraordinaire

The attack from yet another bird of prey distracts the battlebriar at a crucial moment. Even though the rocky outcrop provides cover for the large plant-creature, the aid from Aumgwe allows Caelin to connect with both swings, almost severing one of the six legs.

Meanwhile, Meycho is tossed back and forth, unable to do anything but grit his teeth and try to push himself off the spikey thorns that have been thrust right though him. Meycho may attempt to break the grapple by making a CMB or escape artist check vs CMD 24.

While this is happening, Taecuss advances to join the others.

Goodluck and Jervaise are next.


Goodluck steps to H-19 and uses Punitive Transformation on the plant-beast!

Fort DC 20, then a Will DC 20 save!


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:
Fort save: 1d20 + 14 ⇒ (17) + 14 = 31

The tough thorn-thing shrughs off Goodluck's attempt to transform it with ease.

Jervaise is next


Male Halfling Inquisitor 8

Aaaaaarrrgh, Meycho yells in pain as every move of the beast is sending waves of pain through his body.

Deftly, he tries to dislodge himself from the spine.

CMB to escape: 1d20 + 9 ⇒ (11) + 9 = 20

Meanwhile, Falling Star again closes the distance, attacking with beak and claws.

Attack: 1d20 + 7 ⇒ (3) + 7 = 10
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Attack: 1d20 + 7 ⇒ (11) + 7 = 18
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Attack: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d4 + 2 ⇒ (3) + 2 = 5


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:
+1 Merciful Cold Iron Greatsword: 1d20 + 14 + 2 ⇒ (2) + 14 + 2 = 18, for 2d6 + 16 + 1d6 ⇒ (4, 5) + 16 + (6) = 31 non-lethal damage.

Free Intimidate check (to demoralize): 1d20 + 18 ⇒ (19) + 18 = 37 Vs DC 10 + target's HD + Wisdom modifier. If successful, the target is Shaken for a number of rounds equal to 1 + the damage dealt to it.

Jervaise pushes into the crowded melee, getting in position to strike at the battlebriar. move to F20 and attack

He swings his greatsword, but is unable to get a good hit in.

The monster is up, but I don't have time to post it right now. Stay tuned.


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:
thorn wolley: 5d6 ⇒ (1, 6, 1, 1, 5) = 14

The badly wounded battlebriar retreats a few feet, dragging the impaled Meycho along as it goes. It then rears up on it's hind legs and snaps its body forward. A deadly burst of thorns shoot forward, filling the area beside the pool with hundreds of tiny darts.

Meycho, Jervaise, Taecuss and Caelin all take 14 dmg, Reflex DC 22 half

- Rhoswen's Palace - poolside ambush -

Round 3

Initiative
Caelin: 16
Meycho: 14 (impaled, helpless)
Goodluck: 11
Taecuss: 10
Jervaise: 7
Battlebriar: -1

Notes

Light and visibility: Caelin's bow at L15 has one active light spell and the monster has one active light spell on Meycho's arrow. Thanks to their lowlight vision, Caelin, Taecuss and Jervaise can see normally in most of the cave complex, while Meycho and Goodluck may experience areas of dim light.

Monster: The creature is covered in thorns that make it difficult to move past and allows it to threaten it's immediate surroundings. Special rules may apply.

MAP

Caelin is up


Reflex 1d20 + 10 ⇒ (18) + 10 = 28


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Reflex Save: 1d20 + 10 ⇒ (20) + 10 = 30


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Aumgwe continued to harass the battlebriar while Caelin circled Meycho, Taecuss and Jervaise to attack from the north.

Aumgwe 5-ft steps to the east to "C"23. Caelin moves through Taecuss's space, around Jervaise to end up next to Aumgwe in the bird's old space of C22. Aumgwe will aid another. Caelin will single attack.

Talon vs DC 10: 1d20 + 7 ⇒ (13) + 7 = 20

Power Attack with Cold Iron Greatsword +1 #1: 1d20 + 11 + 2 ⇒ (1) + 11 + 2 = 14
damage: 2d6 + 16 ⇒ (3, 4) + 16 = 23

Caelin stumbled on his last few steps, almost falling face-first into the thorny monster. He was forced to spend an instant recovering from this near-disaster and was thus unable to bring his sword to bear.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Meycho, Goodluck and Taecuss are up


Taecuss will work around the beast in a wide circle, hoping to distract it and make it easier for the others to finish it.

Move to column 23 and next to it by skirting around the beast. Aid another to give Jervaise a bonus to hit 1d20 + 9 ⇒ (17) + 9 = 26. Success! He also continues his bardic performance.


Mummy's Mask Campaign slides | Storyteller extraordinaire

Waiting for Meycho and Goodluck.


Male Halfling Inquisitor 8

Ref Save: 1d20 + 9 ⇒ (5) + 9 = 14

Falling Star moves after, continuing its attack on the beast

Attack: 1d20 + 9 ⇒ (9) + 9 = 18
Damage: 1d4 + 4 ⇒ (2) + 4 = 6

Attack: 1d20 + 9 ⇒ (7) + 9 = 16
Damage: 1d4 + 4 ⇒ (3) + 4 = 7

Attack: 1d20 + 9 ⇒ (6) + 9 = 15
Damage: 1d4 + 4 ⇒ (1) + 4 = 5

Meycho tries to escape the thorns on the beast

CMD to escape: 1d20 + 11 ⇒ (11) + 11 = 22

HP: 34/58


Goodluck will thump the plant with a sound burst!

Sonic: 1d8 ⇒ 4


Mummy's Mask Campaign slides | Storyteller extraordinaire

Falling Star furiously harries the plant monster, but fails to do more than scratch at the many thorns. Meanwhile, Meycho continues to struggle in vain to get free.

The soundburst from Goodluck sends a cacophony of noise echoing through the cavern, mixing with the noise of combat. The battlebriar recoils from the sonic onslaught, but still stands.

We are moving into our new house tomorrow, and I have a tight deadline at work that eats away at all remaining free time, so expect irregular updates until at least May 2nd, after which I hope things have calmed down a bit.


Mummy's Mask Campaign slides | Storyteller extraordinaire

GM rolls:
Jervaise attack
+1 Merciful Cold Iron Greatsword: 1d20 + 14 + 2 + 2 ⇒ (1) + 14 + 2 + 2 = 19
Dmg 2d6 + 16 + 1d6 ⇒ (2, 3) + 16 + (1) = 22 non-lethal damage.

+1 Merciful Cold Iron Greatsword: 1d20 + 9 + 2 ⇒ (6) + 9 + 2 = 17
Dmg 2d6 + 16 + 1d6 ⇒ (2, 4) + 16 + (3) = 25 non-lethal damage.

Battlebriar
Slam vs Jervaise: 1d20 + 14 ⇒ (8) + 14 = 22
dmg: 1d8 + 6 ⇒ (5) + 6 = 11
Grab: 1d20 + 16 ⇒ (7) + 16 = 23

Slam vs Jervaise: 1d20 + 14 ⇒ (12) + 14 = 26
dmg: 1d8 + 6 ⇒ (6) + 6 = 12
Grab: 1d20 + 16 ⇒ (19) + 16 = 35
Impale: 1d20 + 16 ⇒ (13) + 16 = 29

Eager to take advantage of the distraction provided by Taecuss, Jervaise rushes in, greatsword raised. However, he underestimates the reach of the battlebriars long thorns and is forced to make a split-second evasion, causing both his swings to bounce harmlessly off the tough spikes.

Worse, the battlebriar does not hesitate to take advantage of the mistake. With brutal force, it slams both forelimbs into Jervaise's abdomen, impaling the brave eagle knight alongside Meycho. Jervaise takes 23 dmg and is now helpless like Meycho until he can free himself.

- Rhoswen's Palace - poolside ambush -

Round 3

Initiative
Caelin: 16
Meycho: 14 (impaled, helpless)
Goodluck: 11
Taecuss: 10
Jervaise: 7 (impaled, helpless)
Battlebriar: -1

Notes

Light and visibility: Caelin's bow at L15 has one active light spell and the monster has one active light spell on Meycho's arrow. Thanks to their lowlight vision, Caelin, Taecuss and Jervaise can see normally in most of the cave complex, while Meycho and Goodluck may experience areas of dim light.

Monster: The creature is covered in thorns that make it difficult to move past and allows it to threaten it's immediate surroundings. Special rules may apply.

MAP

Caelin is up


hp 79/79, AC 24/19/15, CMD 29, F: +11, R: +14, W: +12, init: +5, per: +15 Elf Ranger Infiltrator

Squawking repeatedly to Aumgwe and waving a curved arm to show direction, Caelin skirted his impaled allies once more to find another place to assault the battlebriar.


Aumgwe and Caelin will both circle clockwise to flank...hoping the beast doesn't have Combat Reflexes....

Aumgwe uses a talon attack to Aid Caelin:
Talon vs DC 10: 1d20 + 7 ⇒ (11) + 7 = 18

Power Attack with Cold Iron Greatsword +1 #1: 1d20 + 11 + 2 ⇒ (3) + 11 + 2 = 16
damage: 2d6 + 16 ⇒ (1, 6) + 16 = 23

[ooc]I think that's an 18 on my attack with flank and aid.[/dice]

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