Trapped Beyond Time (Inactive)

Game Master Rednal

A Mythic Gestalt Dungeoncrawl by GM Rednal.

Current Dungeon Map


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This is the discussion thread for the high-power, high-challenge world of "Trapped Beyond Time"! Hang out, chat, discuss your options for safely advancing in dungeons... that's what this thread is for. ^^


Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

Yay, I am here. Umm....did I turn into a Magus/Cleric?


No, that was a copying accident. XD; I was looking through a lot of profiles, and considering things... but eventually I decided on someone else over the person who WAS a Magus/Cleric. Pretty tough choices, actually, but I like what I settled on. ^^


Female Human/Eidolon Jazzai's Gear 3 Eidolon HP 23/25 AC 12 Fort +6 Ref +1 Will +6

I'm so glad. Ill make a profile and post here soon.


Male (he/him) Aberration (bodysnatcher)

dot! Profile is coming.


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

Greetings.


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

I grabbed Know: Dungeoneering and Know: Nature


Now, then... Time to generate the first dungeon, I think. Kukuku... let's see what you'll be facing.


Male Human Ranger (Trapper) 1/Wilder 1 (Gestalt) | HP: 12 | AC: 14, T: 11, FF: 13 | Fort: +4, Ref: +3, Will: +1 | CMB: +5, CMD: 16 | Init: +1

Profile is here, and as I posted in the other thread, finalized mechanics will be arriving by this time tomorrow, or possibly tonight depending on how mechanics-y I end up being.


Male Drow Oracle 1(Shadow)

I still have two skills to pick. I have a few choices namely, Acrobatics, Disable Device, Sense Motive, Sleight of Hand, and the a few other knowledges.

With Jazzai/Asimi being chosen, she seems to have the trapfinding covered, though of course having a backup isn't bad.

Thoughts?, Suggestions?, Comments?


Synergy is good - is there anything you think you could Aid Another with when it comes to experiences in dungeons?


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

PERCEPTION, and Use magic device. Comes in handy.


Male Drow Oracle 1(Shadow)

Got Perception already :)

UMD is also possible from Sorcerer.

Edit: In case anybody is wondering the "deep" part of Deep Shadow, which is my bloodline, is to just remind me I have the Shadow bloodline from Deep Magic.


Female Half-Elf Vanguard/Sound Striker Arcane Healer Bard | 11/11 HP | AC 16 ((T12/FF14) | F+3 R+4 W+1 | CMD 15 | Ini +2 | Per +5

Here. Just need too tweek my basic gear so I actually have some, and I'm good. Should be sorted in an hour or so...assuming I can wake up.

EDIT: Oh yes, GM Rednal Sir, I need you to authorise using Attached as a Drawback and choosing what I'm so attached to. I'd suggest the Totem Spear, since it's full of backstory and her Vanguard powers actually short out if gets destroyed.


Male Human Ranger (Trapper) 1/Wilder 1 (Gestalt) | HP: 12 | AC: 14, T: 11, FF: 13 | Fort: +4, Ref: +3, Will: +1 | CMB: +5, CMD: 16 | Init: +1

One question I have, is it possible to include the Retraining rules? If so, that makes a difference for which Wild Surge Hetra will pick. If they're allowed, I plan on picking the Pain Surge intially, as his Wild Surge is tied to his fear. Later on, as he develops, I would retrain it to the Student's Surge or the Free Surge. If I cannot change it, then I'll pick the Pain Surge and stick with it.

Just a plan for that.


@Alkariani: Yeah, that's fine. ^^ It actually makes sense to be very concerned over something like that.

@Hetra Karet: Retraining is official Paizo material, and therefore okay. ^^


Male Human Ranger (Trapper) 1/Wilder 1 (Gestalt) | HP: 12 | AC: 14, T: 11, FF: 13 | Fort: +4, Ref: +3, Will: +1 | CMB: +5, CMD: 16 | Init: +1

Just need to select two feats, then Hetra will be ready for action. Any other modifications will be to make it a bit more pretty.


Ah, feats... always an interesting choice, though eventually I wound up building for flavor more than anything else with my own gestalt character. XD I'll be looking forward to your posts!


All right, now for mechanical stuff! ^^ This is a fairly mechanics-heavy game, so to make things easier for everyone, I'd like for all of you to do the following:

First: Use the Classes/Level form in your alias to add your basic information for quick reference. This should include your classes and each level in them, HP, Armor Classes, Saves, CMB, CMD, Initiative, Perception, and anything else you expect to be using on a regular basis (like, for our lockpicking and trap-disabling types, their main abilities there). No need for things like weapons or spells per day - see Alkariani for an example of how to format this correctly, since she's already got most of it.

Secondly: Make sure all your character details are within your alias, and not on an external source. See here for an example of how to format it, including what should be bolded - this makes it easier to find the right section and get the information. ^^ When I can reference the important stuff quickly, I can spend less time searching around and more time writing responses so you can advance!


Female Half-Elf Vanguard/Sound Striker Arcane Healer Bard | 11/11 HP | AC 16 ((T12/FF14) | F+3 R+4 W+1 | CMD 15 | Ini +2 | Per +5

Is my version, where I've linked to the various abilities, feats, spells and such OK? I prefer to do it that way because I find it easier to link through to the detailed versions, but it's easy enough to change.


I prefer to have everything listed in full - the goal is to spend as few clicks as possible to get to the information, and it can actually take quite awhile to do that if I have to go through things one by one (and ultimately scroll through various pages just to check the effects). Of course, you could certainly keep a linked version within a spoiler at the top or something for your own use - that's no issue at all. ^^


Female Half-Elf Vanguard/Sound Striker Arcane Healer Bard | 11/11 HP | AC 16 ((T12/FF14) | F+3 R+4 W+1 | CMD 15 | Ini +2 | Per +5

OK, I think that should do it - the links are still present, but all the various abilities now have some details of how they work. Had it for most of them anyway, but I included the ones I didn't. I also removed all the spoiler tags, for less clicking.

Hope that works for you.


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

Figured I would Post this here so Less clicking to find what buildings we can use.

BUILDINGS:

Academy - 52 BP, 2 Lots
Prerequisite: Library, Quarry
Service: Permanent +2 Bonus to mundane Knowledge checks (i.e. not Arcana, Planes, Psionics, or Religion)

Alchemist - 18 BP, 1 Lot
Prerequisite: Mill
Sells: All Potions

Aqueduct - 4 BP
Prerequisite: Quarry
Service: Brings in water from outside. Somehow. Used to fill cisterns and provide basic water.

Arena - 40 BP, 4 Lots
Prerequisite: Quarry, Theater
Service: Allows characters to compete in tournaments for prizes. Limit: One tournament per dungeon cleared (does not stack).

Bank - 28 BP, 1 Lot
Prerequisite: Foundry, Quarry
Service: Securely stores your treasure. Does not store weapons or armor.

Bardic College - 40 BP, 2 Lots
Prerequisite: Mill
Service: Teaches Perform skills (+1 Skill Point / Level, spent only on Perform)

Black Market - 50 BP, 1 Lot
Prerequisite: Mill
Sells: Goods traditionally considered illegal in other places

Brewery - 6 BP, 1 Lot
Prerequisite: Mill
Service: Provides various forms of alcohol for other establishments. There is no beer/ale until this is built.

Bridge - 6 BP, 1 Lot
Prerequisite: Quarry
Allows for travel across any waterways that are added

Bureau - 10 BP, 2 Lots
Prerequisite: Quarry
Service: Keeps records of who paid what and helps with resolving disputes.

Caster's Tower - 30 BP, 1 Lot
Prerequisite: Quarry
Sells: Enchanting services (i.e. special powers on items)

Castle - 54 BP, 4 Lots
Prerequisite: Quarry
Service: Large, roomy housing for PCs. Holds an armory for securely storing excess equipment.

Cathedral - 58 BP, 4 Lots
Prerequisite: Quarry, Temple
Sells: Healing services (all levels), Permanent +2 Bonus to Knowledge (Religion) and Heal checks

Cistern - 6 BP, 1 Lot
Prerequisite: Quarry
Service: Supplies fresh water for everyone. Required for anything involving water, and must get the water from an external source (like an aqueduct).

City Wall - 2 BP
Prerequisite: Quarry
Service: Makes everyone feel better. For some reason, it tends to move when the demiplane expands...

Dance Hall - 4 BP, 1 Lot
Prerequisite: Mill
Service: Permanent +2 Bonus to all Perform checks by PCs

Dump - 4 BP, 1 Lot
Service: Permanently disposes of anything tossed in. Nobody knows where it goes to, but things that go in are never seen again. (Living people will not vanish, anything else will)

Everflowing Spring - 5 BP
Prerequisite: Quarry
Service: Provides unlimited fresh, pure water to the area. Shares space with a Castle, Cathedral, Market, Monument, Park, or Town Hall, and requires one of them to be built.

Exotic Artisan - 10 BP, 1 Lot
Prerequisite: Foundry
Sells: Magic Rings, Necklaces, normal jewelry, etc.

Farm - 8 BP
Service: Grows edible plants and raises animals. Requires other buildings (Stockyard, Inns, etc.) if you really want to eat.

Fishery - 4 BP
Prerequisite: Waterfront
Service: Provides fish to eat.

Foreign Quarter - 30 BP, 4 Lots
Prerequisite: Quarry
Service: Allows rerolled characters to be Featured/Uncommon races

Foundry - 16 BP, 2 Lots
Service: Turns Ore (from Mines) into Metal. Required for making metal products (including rings, metal weapons and armor, etc.)

Granary - 12 BP, 1 Lot
Prerequisite: Mill
Service: Stores food from farms. Needed for anywhere that sells food items.

Graveyard - 4 BP, 1 Lot
Prerequisite: Quarry
Service: Provides a resting place for the dead.

Guildhall - 34 BP, 2 Lots
Prerequisite: Trade Shop, Quarry
Service: 10% Discount on 1 Type of Good (Weapons, Armor, Magic Items, etc.). Can only provide a bonus to each category once.

Herbalist - 10 BP, 1 Lot
Prerequisite: Mill
Sells: Poisons

Hospital - 30 BP, 2 Lots
Prerequisite: Quarry
Services: Provides health care to all residents

House - 3 BP, 1 Lot
Service: Provides staff for 3 Blocks of buildings. Resource areas (Mines, etc.) each count as 1 Block.

Inn - 10 BP, 1 Lot
Prerequisite: Farm, Mill
Service: Provides a basic place to rest and get meals. Good for adventurers. Does not require a stockyard for providing meat.

Library - 6 BP, 1 Lot
Prerequisite: Quarry
Service: Provides informative books, and bonuses to Knowledge checks made while studying

Luxury Store - 28 BP, 1 Lot
Prerequisite: Foundry, Quarry, Shop
Sells: Expensive and luxurious goods (inc. higher-quality versions of normal items)

Magic Shop - 68 BP, 1 Lot
Prerequisite: Luxury Store, Quarry
Sells: All Wondrous Items

Magical Academy - 58 BP, 2 Lots
Prerequisite: Academy, Quarry
Service: Permanent +2 Bonus to magical Knowledge Checks (Arcana, Planes, Psionics), and Spellcraft

Magical Streetlamps - 5 BP
Prerequisite: Foundry, Quarry
Service: Provides much nicer illumination for the area. Covers one block.

Mansion - 10 BP, 1 Lot
Prerequisite: Quarry
Service: Provides living space for one very wealthy family (or PC)

Market - 48 BP, 2 Lots
Prerequisite: Foundry, Mill, Tannery
Sells: All gear (except luxurious), including many Masterwork gear items

Menagerie - 16 BP, 4 Lots
Prerequisite: Foundry
Service: Allows acquisition of pets, including exotic ones

Military Academy - 36 BP, 2 Lots
Prerequisite: Foundry
Service: Gives each PC two bonus Teamwork feats

Mill - 6 BP, 1 Lot
Service: Turns lumber into usable wood (for creating Wood buildings)

Mine - 6 BP
Service: Extracts Ore from outside the settlement and ships it to a Foundry.

Mint - 30 BP, 1 Lot
Prerequisite: Bank, Foundry, Quarry
Service: Provides 1% interest on the wealth in the Bank each time a dungeon is completed

Moat - 2 BP
Prerequisite: Quarry
Puts a large, water-filled ditch on one side of the settlement.

Monastery - 16 BP, 2 Lots
Prerequisite: Mill
Service: Provides a permanent +1 bonus to any Knowledge skill

Monument - 6 BP, 1 Lot
Prerequisite: Quarry
Service: A local memorial or general point of interest. You DO want to build statues of yourself, don't you?

Museum - 30 BP, 2 Lots
Prerequisite: Quarry
Service: Allows PCs to display valuable items for public viewing. Adds income (evenly split between PCs donating the items) equal to 5% of their value every time a dungeon is cleared.

Noble Villa - 24 BP, 2 Lots
Prerequisite: Quarry
Service: A massive home that epitomizes the pinnacle of luxury. Houses 1 family (or PC) in extreme comfort.

Observatory - 12 BP, 1 Lot
Prerequisite: Foundry, Quarry
Service: Provides a telescope. Also, building this generates a spectacular night sky and a star that circles the demiplane, providing a day/night cycle. Nobody knows why.

Orphanage - 6 BP, 1 Lot
Prerequisite: Mill
Service: Provides a place for children brought here to live and be adopted. Doesn't really do anything, but you're nice enough to build it anyway, right?

Palace - 108 BP, 4 Lots
Note: Can only be purchased by one person.
Prerequisite: Foundry, Quarry
Service: The most ridiculously luxurious home imaginable. You're only building this because you're rich and have nothing else to buy. Interestingly, it also gives you 2 bonus feats.

Park - 4 BP, 1 Lot
Service: A grassy, open area where people can relax and not feel crowded. Mainly decorative.

Paved Streets - 24 BP
Prerequisite: Quarry
Service: Turns the dirt roads of your expanding settlement into stone ones.

Pier - 16 BP, 1 Lot
Prerequisite: Mill
Service: Allows for storing items from visiting trade ships.

Quarry - 6 BP
Service: Extracts stone and allows stone buildings to be constructed.

Sawmill - 3 BP
Service: Cuts down trees and provides lumber for a Mill.

Sewer System - 24 BP
Prerequisite: Quarry
Service: Provides general sanitation and helps keep the place clean.

Shop - 8 BP, 1 Lot
Prerequisite: Mill
Sells: All basic gear (no Masterwork)

Shrine - 8 BP, 1 Lot
Prerequisite: Quarry
Sells: Healing Services (Levels 1-3)

Smithy - 6 BP, 1 Lot
Prerequisite: Foundry
Sells: Weapons and Armor

Stable - 10 BP, 1 Lot
Prerequisite: Mill
Service: Safely feeds and stores various kinds of mounts and animals, such as horses.

Stockyard - 20 BP, 4 Lots
Prerequisite: Farm, Mill
Service: Stores and slaughters animals, providing meat for food areas and the raw materials for a Tannery.

Tannery - 6 BP, 1 Lot
Prerequisite: Mill, Stockyard
Sells: Leather items

Tavern - 12 BP, 1 Lot
Prerequisite: Brewery, Mill, Stockyard
Service: Provides much better food and drink.

Temple - 32 BP, 2 Lots
Prerequisite: Quarry, Shrine
Sells: Healing Services (Levels 1-6)

Tenement - 1 BP, 1 Lot
Service: Provides workers for 1 block. Can be upgraded to a House by paying the difference in BP.

Theater - 24 BP, 2 Lots
Prerequisite: Mill
Service: Permanent +1 bonus on Perform checks characters are trained in

Town Hall - 22 BP, 2 Lots
Prerequisite: Mill
Service: Provides general direction and leadership for the town

Trade Shop - 10 BP, 1 Lot
Prerequisite: Mill
Service: Teaches 1 Crafting skill, providing 1 skill point to put into that Craft for every 2 character levels a PC has

University - 78 BP, 4 Lots
Prerequisite: Quarry
Service: Provides a permanent +4 bonus on all Knowledge checks.

Watergate - 2 BP
Prerequisite: City Wall, Quarry
Service: Allows water through a city wall

Waterfront - 90 BP, 4 Lots
Prerequisite: Mill
Service: Allows some very confused crews onboard ships to enter the demiplane from outside, bringing in various tradable goods. Residents of the demiplane, including PCs, cannot leave by boarding the ships.


Male Human Godling (Mighty/Adept) |HP 16| |AC 15, T:11. FF: 14| Fort+6, Rex+3, Will+2| |CMB+5, CMD 16| |Init+1|

Also something to consider: to get the ever flowing spring, we need a park to put it in, but a quarry is a prerequisite as well.


The list of buildings is also available in the Campaign Tab, for reference at any time. ^^

@Alkariani: Spoiler tabs are okay. ^^ They're not too important at the very start, but when you have a huge list of special abilities and such (which you almost certainly will by the time your level gets higher), they can make it a lot easier to get to sections without scrolling past pages of explanations. XD


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

If she pitches in for the park can it be more wild? Since it will pretty much be her home? I can donate my one point left over to the quarry if someone else gets it. Its a prereq for a lot of buildings.


Yes, it can be somewhat wilder than a simple grassy area. ^^ That's no problem at all.


Female Half-Elf Vanguard/Sound Striker Arcane Healer Bard | 11/11 HP | AC 16 ((T12/FF14) | F+3 R+4 W+1 | CMD 15 | Ini +2 | Per +5

I'll add them back in later, then.

And yes, totally missed we need a quary for the spring. It does make water a slight concern IC.


Vitals:
HP: 9/10 | AC: 11 (15); T: 11 (15); FF: 10 (14); CMD: 10 | Fort: + 3; Ref: +3; Will: +2 | Init: +1; Perc: +5
Abilities:
acid splash 3/3; bombs 6/6; cognatogen 1/1; command undead 8/8
M Human Wizard (gluttony) // Alchemist (mindchemist) 1

If we add a House (provides workers for the Quarry), it'll bump the total BP expenditure to 18. That'll leave us 7 BP to bank for later. I'm of the opinion that we'll need a way to buy/sell loot ASAP, so maybe take that route next?


The basic resource nodes do NOT need workers, since they're not built within the base area itself. ^^ Any purchase lacking a lot size will be that way.


Vitals:
HP: 9/10 | AC: 11 (15); T: 11 (15); FF: 10 (14); CMD: 10 | Fort: + 3; Ref: +3; Will: +2 | Init: +1; Perc: +5
Abilities:
acid splash 3/3; bombs 6/6; cognatogen 1/1; command undead 8/8
M Human Wizard (gluttony) // Alchemist (mindchemist) 1

Does the Park require workers?


No, it does not. ^^


Male Drow Oracle 1(Shadow)

Sorry that I haven't posted yet, didn't realize gameplay had already started.

Got some chores to do atm, but when I'm done, I'll post. Sorry again!


Vitals:
HP: 9/10 | AC: 11 (15); T: 11 (15); FF: 10 (14); CMD: 10 | Fort: + 3; Ref: +3; Will: +2 | Init: +1; Perc: +5
Abilities:
acid splash 3/3; bombs 6/6; cognatogen 1/1; command undead 8/8
M Human Wizard (gluttony) // Alchemist (mindchemist) 1

In that case, if someone chips in 1 BP, I'll buy the Quarry.


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

I can do that with the 1 BP i have left over after buying the park, it will be her home.


Male Suli
Vitals:
HP: 13, AC: 15, Touch: 11, Flat-Footed: 14, Fort: +4, Ref: +3, Will: +3
Limits:
Bloodrage 7/7, Elemental Assault 1/1.
Bloodrager 1/Monk of Many Styles 1

What kind of shopping building do we want first?

I've still got 5, so I think that we can build the Farm with 3 chipped in.

We also could buy the Mill+Sawmill for 9 BP...

Ho hum.


Male Drow Oracle 1(Shadow)

I was thinking the standard Shop, for all non masterwork basic gear.


Male Human Ranger (Trapper) 1/Wilder 1 (Gestalt) | HP: 12 | AC: 14, T: 11, FF: 13 | Fort: +4, Ref: +3, Will: +1 | CMB: +5, CMD: 16 | Init: +1

We'll need the Mill for that, bringing the total cost to 16 BP for the Shop+Sawmill+Mill.

While the Mill technically doesn't need the Sawmill, we still need it to get the lumber necessary for buildings.


Male Human Godling (Mighty/Adept) |HP 16| |AC 15, T:11. FF: 14| Fort+6, Rex+3, Will+2| |CMB+5, CMD 16| |Init+1|

Also, we need space. We can't get the park and the shop at the moment. We need to clear dungeons so we can get space.


Actually, you can get both park and shop. ^^ The space to build things will appear as needed.


Male Human Godling (Mighty/Adept) |HP 16| |AC 15, T:11. FF: 14| Fort+6, Rex+3, Will+2| |CMB+5, CMD 16| |Init+1|

oh, I thought we needed to clear dungeons to get the space....


I think the price of BP is enough of a limit on how much you'll be able to build. ^^


Female Half-Elf Vanguard/Sound Striker Arcane Healer Bard | 11/11 HP | AC 16 ((T12/FF14) | F+3 R+4 W+1 | CMD 15 | Ini +2 | Per +5

Yay limitless space.


At the request of one of the players, I've tried uploading a map into Roll20 to help track your progress - this is a general guideline, mostly, and won't be used for encounters, etc. ^^ It should be working now if you want to have a reference.


Male Human Godling (Mighty/Adept) |HP 16| |AC 15, T:11. FF: 14| Fort+6, Rex+3, Will+2| |CMB+5, CMD 16| |Init+1|

alright Asimi, I've got your stuff. I'm currently at a medium load, but I can carry another 124 lbs before I get to heavy and another 134 after that before I'm staggered. Since I'm not much of a skill monkey though, its not hurting me any. If ya'll want, I can be our pack mule until I'm maxed out.


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

That works and thank you. Part of the reason I got the stretchers. They can carry bodies or loot out between two people.


Female Half-Elf Vanguard/Sound Striker Arcane Healer Bard | 11/11 HP | AC 16 ((T12/FF14) | F+3 R+4 W+1 | CMD 15 | Ini +2 | Per +5

Sorry, I seem to have lost the Roll20 map. Could I grab a link? And maybe we could have the current map linked in the Campaign Description so we have the link on all the pages?


Done. ^^ Roll20 link sent, and the basic map is now within the Campaign Listing for quick reference.


Vitals:
HP: 9/10 | AC: 11 (15); T: 11 (15); FF: 10 (14); CMD: 10 | Fort: + 3; Ref: +3; Will: +2 | Init: +1; Perc: +5
Abilities:
acid splash 3/3; bombs 6/6; cognatogen 1/1; command undead 8/8
M Human Wizard (gluttony) // Alchemist (mindchemist) 1

Speaking of stretchers....


Female Half-Elf Rogue/Ranger (Wild Shadow) 1 ) | HP: 12/13 | AC: 15, T:13, FF: 12 | Fort: +5, Ref: +4, Will: +2 | CMB: +3 , CMD: 15 | Init: +2 | Perc +11 (14 Traps)

I was just about to say that. ^.^ Im heading to bed will post in mornin.

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