LoOS - Team River (Inactive)

Game Master T.A.U.

Legacy of Old Sharptooth - Team River only


151 to 200 of 268 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>

Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

Sorry I'd thought I was one square up from the grease but no problem.

Acrobatics: 1d20 ⇒ 16

Yighuk just moved in to preserve his AC so no charge bonus/negative


Ok, I have read again Kirtyl post, and you are right, no need to acrobatic check. The spell area is in the right of H1 and H2.
Yighuk can keep his check if he later wants to enter in the greased area.
So, let's resolve those actions before the situation became chaotic. So... in Initiative order:

First Blokpug's alchemist fire splashes against the archer and the other 2 humans dealing 5 damage to H1, and 1 damage to both H2 and H3 (Blokpug forgot adding the +1 bonus from PBS).

Then Yighuk 5ft-step and attack (Standard action) the prone archer dealing him (H1)4 damage

Go Ryzztyl!


Map updated with the Greased area, to avoid (mine self first) confusion.


Male Kobold Crossblooded Sorcerer 3 / Archmage 1 | HP 16/17 {effects: none} | AC 20 (T13 FF18) | F+1 R+3 W+0 | Init+2 | darkvision 60', perc +2
Dailies:
Claws: 6/6; Mythic Power: 1/5
Spells:
1st: 5/6

Ryzztyl points his finger and launches a spark of electricity at the sole human standing.

Jolt (ranged touch): 1d20 + 3 ⇒ (10) + 3 = 13 vs. blinded enemy
Damage: 1d3 + 1 ⇒ (1) + 1 = 2


Ryzztyl's jolt hits the standing man (H2) dealing 2 damage to him

End or Surprise Round
Round 1

The prone archer tries to move away, while prone, but fails his Acrobatic check (DC 15), provoking and Attack of Opportunity from Yighuk. [Go Yighuk's AoO!

And after the AoO, it's again the Group A turn: Go Isk & Kirtyl!


AC 13, T12, FF12 | HP 7/7 | F:+0, R:+1, W:+2 | Init : +6 (+10 with Familiar) | Perc +0

Kirtyl chants again, casting another spell at the human that has triggered the trap.

Casting Daze on H3 (the one outside of the Grease). Will Save DC13


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

With a vicious sneer Yighuk brings his axe down on the fallen archer once again as he tries to crawl away.

Attack vs Prone and Blind: 1d20 + 5 ⇒ (18) + 5 = 23
Damage: 1d4 ⇒ 2

Seeing all the humans have been bloodied, blinded and that two are unarmed Yighuk calls out to his companions, "Tell them to surrender. They can tell us of their camp and we can take them back as offerings to the Wyrm or slaves for the tribe."


AC 13, T12, FF12 | HP 7/7 | F:+0, R:+1, W:+2 | Init : +6 (+10 with Familiar) | Perc +0

After attempting to Daze the human in front, Kirtyl hisses at them in Common.

Surrender and we may spare your lives. Crawl out of the grease and lie down on your stomachs, fingers clasped behind your heads.


HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1

To help encourage them in making a smart decision, Isk shoots again at the archer.

Blowgun: 1d20 + 6 + 1 - 4 ⇒ (7) + 6 + 1 - 4 = 10
Damage: 1d4 + 1 ⇒ (4) + 1 = 5


Yighuk's AoO promptly hits the archer 2 damage

Kirtyl's daze spell doesn't seems to have effect on H3.
After this Kirtyl's asks the humans to surrender, and Isk's dart hits the archer dealing 5 damage to him (and counts as an Aid Another action to Kirtyl's word = the other +2)
Rolling Intimidate for Kirtyl's words: 1d20 + 2 + 2 ⇒ (3) + 2 + 2 = 7

Despite the menace, and the support from Isk, the standing man replies to Kirtyl's words in a very hard tone:

Common language:

We are death if we surrender to you, and you are already death by challenging the power of the Stag Lord! He is the real boss of this lands!

DC 10 Sense Motive, only for those who can understand Common:

You can clearly hear the fear of someone else more intimidating than the death itself, presumably this so called "Stag Lord", in this man's words.

When saying his words, the standing human tries to draw his short sword from his belt, but the grease on it made it falls from his hands. At this point he desperately and surprisingly is able to move towards Yighuk and attack him with his nude hands, but his unharmed strike is easily avoided by your fighter.

MAP UPDATED http://beta.ditzie.com/65842/53d6efcd8ac10
Group B's turn now: Go Blokpug, Yighuk and Ryzztyl!


Male Kobold Snare Setter 1
Stats:
HP 8/8 | AC 17, T14, FF14 | F:-1, R:+5, W:0 | Init : +5 | Perc +6 | Traps (2/3) Bolts (18/20)

Blokpug pulls his crossbow from his belt and fires at the archer.
Crossbow: 1d20 + 4 + 1 - 4 ⇒ (13) + 4 + 1 - 4 = 141d6 + 1 ⇒ (3) + 1 = 4


AC 13, T12, FF12 | HP 7/7 | F:+0, R:+1, W:+2 | Init : +6 (+10 with Familiar) | Perc +0

Sense Motive: 1d20 ⇒ 3

In Draconic They say that if they surrender they are dead. And we are already dead...and something about a "Stag Lord" that runs this area. We should just kill them. Or take one hostage.


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

Unable to understand the humans words but familiar with the sound of refusal Yighuk hisses and attacks the man with the voice of bravado.

Axe vs blind: 1d20 + 1 ⇒ (4) + 1 = 5
Damage: 1d4 ⇒ 1

Shield bash vs blind: 1d20 - 3 ⇒ (9) - 3 = 6
Damage: 1d3 ⇒ 3

Bite vs blind: 1d20 ⇒ 17
Damage: 1d4 ⇒ 3

Tail attack vs blind: 1d20 ⇒ 5
Damage: 1d6 ⇒ 5

His weapons sail wide but he manages to sink his teeth deeply into the man, tearing a chunk out of his thigh.

5' step NW so they don't know where I am :)
Updated map

Swallowing the chunk of flesh he calls to the party, "We'll see if they are as brave once ones blood feeds the ground."


Male Kobold Crossblooded Sorcerer 3 / Archmage 1 | HP 16/17 {effects: none} | AC 20 (T13 FF18) | F+1 R+3 W+0 | Init+2 | darkvision 60', perc +2
Dailies:
Claws: 6/6; Mythic Power: 1/5
Spells:
1st: 5/6

Sense Motive: 1d20 - 2 ⇒ (5) - 2 = 3

"Kill them," Ryzztyl says. "Perhaps other humans will not be so foolish when they see their companions heads on spikes." He then repeats what he said in the common tongue for the benefit of the humans.

Intimidate: 1d20 + 8 ⇒ (14) + 8 = 22

He then launches another spark at the blinded archer before moving to stand beside Blokpug so that his longspear can threaten the archer and one of the other humans should they attempt to move.

Jolt (ranged touch) vs blind archer: 1d20 + 3 ⇒ (10) + 3 = 13
Damage: 1d3 + 1 ⇒ (2) + 1 = 3

I can't seem to move the icon, so just move Ryzztyl south 10' to end up just north of Blokpug. I am assuming each square is 5', if that is not the case, move Ryzztyl so that he is within 10' of the two closest humans.

If the archer or the northernmost human moves, here is the AoO. Yay blindness!
Longpear AoO vs blind: 1d20 + 0 ⇒ (17) + 0 = 17
Damage: 1d6 - 1 ⇒ (6) - 1 = 5


Blokpug's dart makes the archer (H1) unconscious and dying.
Yighuk's attacks annihilate the other human(H3)

At this points I redirect Ryzztyl's jolt against the only one enemy alive (H2) 3 damage

Updated map, including Ryzztyl's new position

Despite his desperate situation and the numerous intimations, the last man doesn't want to surrender...

End of Round 1

Round 2
Group A's turn: Isk, Kirtyl go!

EDIT: Fixed the url


AC 13, T12, FF12 | HP 7/7 | F:+0, R:+1, W:+2 | Init : +6 (+10 with Familiar) | Perc +0

Kirtyl shakes his head and casts another spell.

Acid Splash (Ranged Touch): 1d20 + 2 ⇒ (13) + 2 = 15
Damage: 1d3 ⇒ 2


HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1

Isk tries to drop the last foe.

Blowgun: 1d20 + 6 + 1 ⇒ (9) + 6 + 1 = 16
Damage: 1d4 + 1 ⇒ (1) + 1 = 2


Answering Rizztyl's question. Yes, a square is 5'.

Kirtyl's cantrip and Isk's dart both hit the human 2 damage each

On his turn the human start moving towards the last voice he heard (Ryzztyl)
And in doing so, without a light he stumbles on the body of his mate on the trap's square.
At this point he stand up from his prone position, provoking an AoO from Yighuk.

Yighuk AoO, and then it's Group B's turn: Blokpug, Yighuk (again) and Ryzztyl

updated map


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

Yighuk snickers at the warm bloods helplessness.

"Fools." he hisses as his axe descends.

Axe AOO vs prone/blind: 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d4 ⇒ 4

The axe bites deeply into the beleaguered human making a dull crunching noise when it breaks through bone. Remorseless the kobold continues the attack.

Axe Attack vs blind: 1d20 + 5 ⇒ (11) + 5 = 16
Damage: 1d4 ⇒ 4

Bite vs blind: 1d20 ⇒ 13
Damage: 1d4 ⇒ 1

Tail attack vs blind: 1d20 ⇒ 10
Damage: 1d6 ⇒ 5

Blood flies as Yighuk ravages the man.

"Isk, keep the archer alive. We need to know what he does."


Yighuk's AoO, and others attack hit the man for a total of 14 damage, knocking him out.

End of combat

Heal DC 10:
H1, the archer, and H3, the bandit that first stepped in the trap, are already stable, while H2 is still alive, but dying.


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

When the human falls Yighuk gives a triumphant tap of his axe on his shield before assessing the state of the three.

Heal: 1d20 ⇒ 11

Though unskilled in the particulars of healing the blood pumping from the second human makes it clear his life is at most risk.

"This one," he says pointing at the dying man. "the others will keep."


Male Kobold Snare Setter 1
Stats:
HP 8/8 | AC 17, T14, FF14 | F:-1, R:+5, W:0 | Init : +5 | Perc +6 | Traps (2/3) Bolts (18/20)

"We only need one alive, let him die and kill the other one. We will keep the archer alive for information. We can't risk one getting away and back to the fort."


HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1

Isk will rush over to the archer and stabilize with the aid of magic. He will then start tying him up so that his arms and hands are immobile.

"Chief will be most pleased with us!"


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

"Indeed he will. Bind them all and while we make a litter. We will bring them all back first to the Wyrm and then to the tribe as informants and slaves. As Blokpug says we can not allow them to escape but they will not rise from their wounds for some time. The night grows long and we must leave this place while we still have time to cover our trail. It would not do for the humans to know of their coming doom."

His maw opens a bit displaying his teeth in the kobold equivalent of an evil smile, "Once back we shall see what they know."


Male Kobold Crossblooded Sorcerer 3 / Archmage 1 | HP 16/17 {effects: none} | AC 20 (T13 FF18) | F+1 R+3 W+0 | Init+2 | darkvision 60', perc +2
Dailies:
Claws: 6/6; Mythic Power: 1/5
Spells:
1st: 5/6

Ryzztyl looks at the fallen humans and then around at the five of them, his tongue flicking through his teeth. "You expect us to drag three humans for the many hours it will take to return even to the ford? No. Keep one... the archer seemed to speak for them... bind and take that one for information. Kill the others and hide their corpses. Perhaps take their hearts as a gift of thanks to the wyrm for it's information. Should the archer awaken on our journey, then perhaps we interrogate and decide whether to take him all the way or kill him too."

The blue kobold then moves to search the humans for anything they had on hand that could be informative.


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

Yighuks tail twitches in agitation, clearly unwilling to give up two of their prizes but not so foolish as to ignore Ryzztyls wisdom. "They must walk then. Walk or die. Isk can you bring them around? We bind their hands and tie their necks together. If Kirtyl can't convince them to walk we kill them one at a time until they will."

He lets the rest of the party consider and turns his attention to helping Ryzztyl strip the humans weapons and equipment.


AC 13, T12, FF12 | HP 7/7 | F:+0, R:+1, W:+2 | Init : +6 (+10 with Familiar) | Perc +0

Kirtyl will approach and will wait for someone to attempt to bind the humans before trying to wake them up. If successful, he'll speak to any that are awake in Common.

This is an opportunity to make a deal. We can kill you now and send you off to whatever god you may believe in. Or you can agree to come with us back to our tribe and answer a few questions where you can live in service to the tribe. I trust humans are quite familiar with indentured servitude, so it is something you should be fully able to comprehend. The choice, humans, is yours.

Don't know what skill is appropriate here, so just tossing out a couple.

Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15
Intimidate: 1d20 + 2 ⇒ (8) + 2 = 10

But apparently not well!


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

While searching the humans an idea occurs to Yighuk.

"These humans are blind in the darkness. If we take them even a short distance they will have no sense of how far they have gone or how long they have been unconscious. Perhaps believing they are far from their fellows will help convince them."


HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1

"The human will to survive is strong indeed. They will walk willingly me thinks." Isk tends to the humans to make sure they are sufficiently healed and bound.

"We only really need one to present to the Chief, and I think the others will be a great gift for our new friend and should help buy his loyalty. Perhaps our friend will even want to journey with us to the Chief after he 'opens his presents'." Isk grins.


So, how many prisoners are you taking? All the 3 humans?


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

We'll take as many as are willing to walk. Those that aren't we'll kill and hide the bodies of. As Ryzztyl mentioned taking a trophy for the tazlwyrm. Also we'll try and hide our trail.


In this days I'm experimenting a few internet connections black outs, in any case I'll try to post ASAP. Sorry for any delay this situation may cause, I really hope it will be fixed for the next monday.

So, you take all the 3 humans as prisoners, tied, stabilized and moved away in the darkness to make them lose the awareness of where they are.

Both the daggers' humans (H2 and H3) are very reticent to walking. They continue to say in Common the same phrases:

Common:
"It doesn't matter what are you going to do to us, He will find you, and will kill all of you! You can't defeat him!"

Meanwhile the archer man (H1) stays more silent, without lamenting for his prisoner conditions.


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

Yighuk makes sure to stay near the humans, constantly making his presence known to them even in the pitch black.

Curious he eventually whispers to Kirtyl, "What is it they say?"

He also advises, "Watch the archer. He seems different...perhaps he will be troublesome or more amiable."


AC 13, T12, FF12 | HP 7/7 | F:+0, R:+1, W:+2 | Init : +6 (+10 with Familiar) | Perc +0

Kirtyl will translate word for word.

Someone should probably gag them though, humans may not be able to see in the dark, but they can hear just as well as we can.


HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1

Isk nods at this idea, and rips the shirt off of one of the humans. He tears it into thirds and uses it to tie around their mouths. Of course reaching there mouths could be a little difficult... this is where I am sure Yighuk assists... one way or another.


Male Kobold Crossblooded Sorcerer 3 / Archmage 1 | HP 16/17 {effects: none} | AC 20 (T13 FF18) | F+1 R+3 W+0 | Init+2 | darkvision 60', perc +2
Dailies:
Claws: 6/6; Mythic Power: 1/5
Spells:
1st: 5/6

Ryzztyl hisses. "Archer man is smart. Waiting to see where we lead before trying his escape so he can take our position back to his master. The others fight against travel and have nothing to tell us. Kill them and hobble and blind the archer so we can carry him and be sure he remains with us and has nothing to report should he somehow escape."


With Yighuk's help Isk is able to gag all the three humans without problems.

Just in case you wish to killing some/all of them. Since they are tied and in complete darkness, you can use the Coup de Grace rule, scoring automatically a Critical hit.

Since you wanted to conceal your tracks... Would someone please roll me a Survival check?

It takes you about others 6 hours to go back to the ford where you previously found the Tazlwyrm. When you arrive there there is no sign of the dragon, but now the dawn is approaching very quickly.


Male Kobold Snare Setter 1
Stats:
HP 8/8 | AC 17, T14, FF14 | F:-1, R:+5, W:0 | Init : +5 | Perc +6 | Traps (2/3) Bolts (18/20)

Survival: 1d20 + 2 ⇒ (16) + 2 = 18
"We need to hurry to get back before the dawn."


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

"We are nearly home. Once in our warrens they will not escape."

Looking around for the wyrm Yighuk snicks in disappointment.

"We can return here at nightfall, for now we must race the sun. Blindfold the warm bloods so they see nothing."

Once done Yighuk prods the humans to get them moving again.


AC 13, T12, FF12 | HP 7/7 | F:+0, R:+1, W:+2 | Init : +6 (+10 with Familiar) | Perc +0

Kirtyl follows, rather obviously in good spirits.

Yes, I'd like to avoid killing them anyway. We did make a bargain that they would live if they walked and I am loathe to break the letter of an agreement. Bad business practice. And slaves are a helpful tool, particularly human ones - they serve to show any observers the strength of our tribe.

Kirtyl seems a bit concerned at the lack of the Tazlwyrm as well but pushes onward.

Agreed. We can come find our sister again later. Perhaps she even decided to head back to our lands. My letter should at least find her meeting with a warm reception.


Male Kobold Crossblooded Sorcerer 3 / Archmage 1 | HP 16/17 {effects: none} | AC 20 (T13 FF18) | F+1 R+3 W+0 | Init+2 | darkvision 60', perc +2
Dailies:
Claws: 6/6; Mythic Power: 1/5
Spells:
1st: 5/6

Ryzztyl snorts at Kirtyl's words "You offered them a deal. They never accepted and so there is no agreement to break. They have not walked willingly, nor have they said anything of use other than threatening that their master will come for us. Slaves are only useful if broken to our will, and these men fear another over us. Useless."


AC 13, T12, FF12 | HP 7/7 | F:+0, R:+1, W:+2 | Init : +6 (+10 with Familiar) | Perc +0

Workers are workers. And they are walking on their own two feet. If they refuse to work for the tribe, we can put them down later. A slave only needs to accept its place in the world - it need not be weeping and broken.


Blokpug:
As you know, you are now back to the Ford, near the place where you all camped in last "day" (the begin of the adventure), and you are about 8 hours away from the Lair, this means that since we are now at 7.00 AM at dawn, it will takes you 8 hours of travel in daylight to reach the Sootscales Caverns...


HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1

"It up to the Chief to decide their fate now. Although, we could leave one here as an offering to our friend? Perhaps tie him to a tree, or simply kill him and leave his corpse? I think our friend would enjoy disemboweling him, so I would prefer to leave him tied to a tree. If it helps us to gain an ally, I think 1 less slave is a small price to pay?"


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

"If we could be sure the River Wyrm would receive our gift then perhaps but it is as likely the human would flee or be eaten by a passing beast. Best to present them to the Chief and tell him of the Wyrm. Besides where one might lie, three will find it more difficult."


HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1

"Yes, indeed. Perhaps Tartuk may even find a use for one of the prisoners in a rite to honor Old Sharptooth. Let's leave their fates up to the decision of Chief Sootscale."


Male Kobold Snare Setter 1
Stats:
HP 8/8 | AC 17, T14, FF14 | F:-1, R:+5, W:0 | Init : +5 | Perc +6 | Traps (2/3) Bolts (18/20)

After crossing the ford Blokpug stops and says, "We are about 8 hours from the lair. To get there we would be walking the whole time in daylight. Either we stop and wait for darkness, or we move on carefully in daylight."


HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1

"By now those fort humans know their men are missing. They probably have trackers and dogs out looking for them. Perhaps its best to keep moving in this accursed daylight?"


Male Kobold (Sootscale) Fighter 3, Mythic Champion 1| AC 19, T14, FF15 | HP 24/38 | F:+5, R:+4, W: +1 (+ 1 vs fear) | Init : +3 | Perc +2 | Mythic Power 0/5

"A full days travel would be a great risk, I do not think we would fare well during the forced march. Better we make camp and rest I think. If the humans wish to follow us they will need to cross the river and we can attack them as they seek to ford it."

"Blokpug trap the shore and their likely path. We can take shelter under the trees nearby. Perhaps the River Wyrm will even travel this way."

Assuming based on Blokpugs post that any pursuit would need to cross the river. If not then Yighuk would recommend finding a defensible place to camp.


HP 9/9; AC 18 (14 t, 15 ff); Fort +3, Ref +3, Will +4; Init +5; Perc +4; LE Kobold Warpriest 1

Isk hisses. "Traps or not, fighting a patrol of men in daylight is not advantageous. We must press on. We are only 8 hours away from home... we can endure this light for a few more hours. Our resources are already low from our last encounter, and there were only 3 of them. Add dogs and possibly horses into the next battle, and that is clearly not one I wish our little band to encounter."

151 to 200 of 268 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Legacy of Old Sharptooth - Team River All Messageboards

Want to post a reply? Sign in.