Variel's WotR

Game Master Neltji

From Level 1 to Level 20. Good luck heroes you might need it.

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GM - based on the map you had up earlier I was standing at F:10 and there as a "cultist" on the bottom half of the map. I wasn't anywhere near the door the first time I saw the map but the top, but I think you're saying that there was an issue with the map and I wasn't following it clearly or something.

Since I don't really understand what's going on I'm wondering if Garith can just bot my character for this combat. I'm sorry, but I'm thinking if I keep asking questions it will just bog things down further as I'm just lost.

On the plus side, Ryu got the highest initiative, beating out all of the enemies except for one, so that should mean that (theoretically) he'd be able to go before enemy does on this round.

But again - I may simply be confused. That's why I'm hoping Garith can simply bot out my actions until the fight is done.

Thanks!


Ryu, the original map had you all at the top with the awake cultist at the bottom. Once he heard the noise from Maelchar he went to investigate and saw you all standing up. This is when your surprise actions took place. As for the initiative, we are doing group initiative as we all agreed upon which habits flaws but is the quickest way to resolve combat. Occasionally things happen where you may have the highest individual overall but still go behind the other groups involved. I read the posts a couple to times to make sure I had you in the right spot and this is where you indicated you wanted to be. There is no need for Garith to bot you. You are standing in your square unarmed ready for your turn.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Ryu, You were right about the door being at the bottom of the map and we need to open it to let Ria and Pakak in this round. I'd recommend making a break for the door in the south to let the others in, maybe an acrobatics check to avoid an AoO.

Seeing that the chirade is up, Garith moves to the nearest cultist, facing Maelchar as though engaging him, then with a spin, he Draws the Radiance and slashes at the nearest cultist, [ooc]hoping I can avoid an AoO in the confusion, or targeting a cultist w/o a reach weapon. I can't view map on my phone so
1d20 + 8 ⇒ (15) + 8 = 23
1d8 + 5 ⇒ (5) + 5 = 10


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Seeing the cultists rising from their beds, and their plan for a stealthy approach coming to an end, Zeriax decides to focus on the one he has noticed casting, considering him the biggest threat.

Shifting his position, he takes careful aim and unleashes two arrows in quick succession at the man, his mind fully focused.

Shift to F:10 - Using Perfect Strike and firing with Flurry of arrows at the one in G:3

Flurry of Arrows 1: 1d20 + 3 ⇒ (19) + 3 = 22Damage: 1d8 + 2 ⇒ (6) + 2 = 8
Flurry of Arrows 1 Perfect Strike: 1d20 + 3 ⇒ (5) + 3 = 8Damage: 1d8 + 2 ⇒ (8) + 2 = 10

Flurry of Arrows 2: 1d20 + 3 ⇒ (17) + 3 = 20Damage: 1d8 + 2 ⇒ (6) + 2 = 8


Garith, on my "Surprise Move" I moved adjacent to a sleeping guy. He was "Sleeping/Unconscious". That means if he wakes up he's still prone when I hit him.

But for some reason I don't see him on the map. It's just a bit confusing is all...

That's why I was hoping that you'd be able to bot the fight for me as I'm still not sure what's going on.


Ryu, he woke up as a free action to the sound of Garith. As a move action he stood up, standard to grab his glaive, and free to 5ft back a space to J,8. As you do not have any weapons there is no AOO.

Garith I show you just have your shield at this time as you have not picked up Radiance yet. The closest enemy is 10 feet away which you could make it to with a shield bash if you would like. Otherwise you could use a hero point to get Radiance and follow through with your given action.

Zeriax , you draw a careful aim and release 2 arrows. The first one is aided by your years of training with the bow and manages to impale the unarmed cultist easily. the second arrow follows soon after also hitting a sweet spot. Two arrows stick out from his chest but the cultist remains standing even if he is bloody and unable to take another round of such damage. You have clearly drawn his focus though as he looks at you next.


DM Variel wrote:
Ryu, he woke up as a free action to the sound of Garith. As a move action he stood up, standard to grab his glaive, and free to 5ft back a space to J,8. As you do not have any weapons there is no AOO.

On the surprise round he may be awake as a Free Action, but on the Surprise Round I was already holding my scimitar and had a move action. On my move action I moved over to be adjacent to the sleeping guy with the hope of hitting him with a Full Round Action if we beat him on the initiative.

I was right next to him. Even if he won on initiative - unless he's sleeping with his armor and holding his weapon when he sleeps, wouldn't that mean he'd at least have to get out of bed and get up from being prone?

I'm sorry - I'm just trying to understand what's going on is all.


You don't have a weapon Ryu. You started the combat standing with nothing in your hand. You moved on your surprise round instead of picking up a weapon. The guy woke up, stood, grabbed weapon, and 5 ft stepped. What don't you get?

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Var, Ryu, I think I know where the disconnect is. Our weapons are all at our feet and take a move action to get. I forgot about that. Think Ryu did too. It was in an earlier post.

action for ryu?:

acrobatics: 1d20 + 10 ⇒ (11) + 10 = 21 +2 if ryu wants to start rage
to avoid AoO and get to the door to open it for Oriana and Pakak. That way we can move on

If ryu gets the door, Ria and Pakak can go? Thwn we can move on?


Garith are you using your shield bash then or picking up radiance or using a hero point to attack with radiance?

Correct that if Ryu moves he can get to and open the door in this round unless he uses acrobatics. Acrobatics doubles the movement which would require a double move by him to get to the door.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Then I'd say raging for some AC and moving to the door for Ryu, so Oriana and Pakak get a turn.
//Oriana, Ryu's coming for the door. Get him a weapon when he opens it if yea can// Garith tellepathically says

Garith will use one move to get the radiance and then move next to an injured cultist, drawing the Radiance, to strike him down. Hero point. He hits the cleric Zeriax shot he he can W/o taking an AoO.

Ria and Pakak are up W an open door?


Thank you for botting my character in the combat, Garith.


GM stuff:

AOO on Garith 1d20 + 6 ⇒ (5) + 6 = 11
1d10 + 3 ⇒ (9) + 3 = 12

AOO on Ryu 1d20 + 6 ⇒ (17) + 6 = 23
1d10 + 3 ⇒ (6) + 3 = 9

perception 1d20 + 5 - 20 ⇒ (14) + 5 - 20 = -1DC:0

3d20 ⇒ (10, 19, 11) = 40+6 each Maelchar x2 and Oriana
3d10 ⇒ (1, 1, 9) = 11+3 each same

Garith the only way to reach the cultist Zeriax shot is to take an aoo. At least your attck will drop the cultist for your efforts.

Botton of round 1

Calling forth hidden reserves to summon Radiance to him, Garith takes the opportunity to rush forward past he glaive wielding menace. He pays for his efforts by opening himself up for an attack. However the glaive merely passes infront of him and fails to connect. At the end of the mini charge Garith runs the cultist through with Radiance finishing what Zeriax started.

Ryu also takes the opportunity to run to the door to open it to allow Oriana and Pakak in. The move is costly though as he has to pass through two opponents. Timing his move right to tumble past the one he still leaves a moment for the cultist to exploit. Indeed the cultist did as the glaive slices across his chest for 9 damage. the maneuver worked as he made it to the door in time to open it and let Orian and Pakak in. Oriana moves in fron of Ryu seeing how he is injured and takes a stance there handing Ryu her longsword. Pakak hurries in following on his short legs into the manor.

]b]Top of round 2[/b]
The tiefling still continues his blissful sleep not realizing there is a combat raging around him. His dreams filled with pillaging helpless homes and business while the occupants are elsewhere.

the 3 cultists remaining move up to engage Maelchar and Oriana. The 2 on Maelchar swing weakly and both connect for 8 damage total. Oriana is not as lucky as her single assailant swings and cuts deep into her arm dealing 12 points of damage.

Last the familiar figure of Faxon can be seen coming up the stairs to see what the noise and trouble is all about. Seeing Garith standing there with Radiance he lets out a curse. Garith feels his mind being assaulted by imaginary figments as he feels his being become overpowered. DC:17 will save or take a -2 penalty to all saves for 7 rounds. Success means a -2 save for only next round.

Manor fight update map Round 2


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Maelchar steps forward (to G7) before the tiefling can wake up and performs a coup de grace on him, hoping to take out a potential opponent quickly.

auto crit dmg: 6d6 + 9 ⇒ (1, 2, 5, 2, 6, 6) + 9 = 31

if he survives the damage, he needs to make a fort save dc 10+dmg taken (dc 41), or die anyway

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

will: 1d20 + 6 ⇒ (19) + 6 = 25edit, dang, if it weren't for that need for a safe, i'd have gotten a crit!

Garith takes a step up and engages Faxon from F:4 (assuming faxon is the Beck looking character)

Radiance: 1d20 + 6 ⇒ (17) + 6 = 23
for 1d8 + 4 ⇒ (7) + 4 = 11
Bash: 1d20 + 5 ⇒ (15) + 5 = 20
for 1d4 + 2 ⇒ (4) + 2 = 6


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Zeriax ponders his options, looking around the room - his right flank seems unprotected, while at the same time Garith has just been engaged by Faxon which the monk suspects may be the most dangerous of their foes in this place.

Needing a quick decision, and wanting to thin the enemy numbers as quickly as possible, he decides to fire two arrows at point blank range against one of the foes that threatens both himself and Maelchar.

5' step back into F:11, and shooting at the one in D:7

Flurry 1: 1d20 + 4 ⇒ (12) + 4 = 16Damage: 1d8 + 3 ⇒ (3) + 3 = 6
Flurry 2: 1d20 + 4 ⇒ (2) + 4 = 6Damage: 1d8 + 3 ⇒ (4) + 3 = 7


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

When Pakak comes in, he turns his ray of frost spell on any enemy target he first sees.

Ray of Frost , R Touch 1d20 + 2 ⇒ (10) + 2 = 12
Dmg: 1d3 ⇒ 3


GM stuff:

Oriana 1d20 + 6 ⇒ (11) + 6 = 17 1d8 + 4 ⇒ (8) + 4 = 12
Ryu 1d20 + 7 ⇒ (4) + 7 = 11 1d8 + 3 ⇒ (1) + 3 = 4

Faxon 1d20 + 10 ⇒ (18) + 10 = 28 DC:21
touch attack 1d20 + 5 ⇒ (10) + 5 = 15

Tiefling 1d20 + 5 - 20 ⇒ (5) + 5 - 20 = -10

Garith 1d20 + 8 ⇒ (5) + 8 = 13 1d10 + 3 ⇒ (3) + 3 = 6

Oriana 1d20 + 6 ⇒ (8) + 6 = 14 1d10 + 3 ⇒ (4) + 3 = 7

Bottom of Round 2
Taking a risk in the melee to step up next to the downed tiefling, Maelchar prepares to drop the earthbreaker onto the tieflings head. He is able to step insde the reach of one and is outside the rach of the other however and makes the most of the opportunity.

Zeriax factors in the risks of who to attack and determines to clear out the north side of the manor before he worries about those farther away from him. Two arrows again go flying but only 1 manages to find its mark damaging but not crippling the cultist enough to stop him.

Garith shrugs off the mental assault and steps up to deliver a combined hit with shield and sword. Both come together to draw blood as the shield clipped Faxon's already blood red skin tearing a wound while Radiance tries to hamstring him. The wounds are deep but not debilitating as Faxon smiles at you with malice in his eyes.

Further south Pakak lets go with a splash of acid that hits the cultist which is then pummeled by both Ryu and Oriana. The resulting three blows leave the cultist barely able to stand on his feet holding his glaive.

Top of Round 3
Faxon motions for the cultist o get around behind Garith. At the same time Faxon steps to flank and starts casting words of power. The entire time he does so though his eyes never leave Garith's blade or shield. Upon successfully completing the spell Faxon reaches out and thrusts 2 fingers into Garith's face. There is an immediate discharge of energy and Garith feels himself becoming noticeably weaker. The cultist behind him swigs his glaive but can not find any weakness in the shielded defense of Garith. Need a DC:17 will save or take a -6 penalty to strength. Remember to apply the -2 to saves for 1 round due to the evil eye from last round.

spellcraft DC:18:

Bestow curse

The tiefling refuses to wake up and is about to be killed outright from an earthbreaker going through his skull. Trying to prevent that from happening the cultist commands Maelchar to RELEASE!! his weapon again. Need another will save at DC 14 or drop the earthbreaker again.

Further south the remaining cultist waves his glaive at you menacingly but does nothing much beyond that.

Manor fight Round 3

Good guys up...


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

will save: 1d20 + 4 ⇒ (12) + 4 = 16

Maelchar refuses to release his weapon despite the command and after smashing the earthbreaker into the tiefling's head, turns to face the caster and smiles... He takes a couple of steps (to E7, should be no aoo, since he is inside the reach of the fellow's glaive while moving) and strikes at the cultist near him (at F6)

to hit: 1d20 + 4 ⇒ (14) + 4 = 18
dmg if hits: 2d6 + 3 ⇒ (5, 2) + 3 = 10

(slips the dicebot a few gold under the table in thanks for the good rolls)


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

If the one hit by Maelchar goes down:

The monk notices the magical attack being unleashed at Garith, but also realizes Maelchar is now in a position to offer his assistance to their companion, as long as he manages to keep the remaining two opponents off his back.

Resolute, he shifts his position, takes aim, and lets fly - "See to Garith, friend Maelchar"

Shifting to E:9, shooting at the one in I:7

Flurry 1: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d8 + 3 ⇒ (5) + 3 = 8
.
Flurry 2: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d8 + 3 ⇒ (1) + 3 = 4

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Will: 1d20 + 6 - 2 ⇒ (3) + 6 - 2 = 7
Severely hampered by the curse, Garrith moves to the safety of a corner (5' step, can't see map
And attacks Faxon again.
Radiance: 1d20 + 7 - 3 ⇒ (12) + 7 - 3 = 16
For 1d8 + 1 ⇒ (8) + 1 = 9

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Ryu uses this turn to retrieve his scimitar from his bunk, and is now ready to engage.
Can't see the map, but Ryu grabs his blade.

Ryu, you can take badk over next round as you have your weapon and are able to fight once Var notes your position.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

can i have that sidestep be to E:4?
Or E:3 if that's a valid place to stand?


GM stuff:

1d20 + 6 ⇒ (16) + 6 = 22
1d6 + 4 ⇒ (1) + 4 = 5

1d20 + 10 ⇒ (15) + 10 = 25
1d20 + 6 ⇒ (1) + 6 = 7 touch AC
3d6 ⇒ (4, 4, 1) = 9

1d20 + 6 ⇒ (8) + 6 = 14
1d10 + 3 ⇒ (1) + 3 = 4

Garith E3 is less then half of the square so it is not available for you. I have you at E4 as of right now. Zeriax, Maelchar's attack did not drop the cultists completely so I have your first arrow target him extrapolating from your first OOC text.

Bottom of Round 3

The manor fight is quickly becoming a bloodbath as blows are traded on both sides. The forces of good though are prevailing as numerous cultist and tieflings are laying on the floor never to move again. Maelchar uses the long reach of the cultists against them as he moves to a different location and connects once again with the earthbreaker. The cultist eyes flutter rapidly with his body swaying, but he stays up on his feet.

A second later Zeriax finishes him off with a single arrow. The first target taken care of Zeriax fires his second rapid fire shot into the second cultist. This one as well hits but not as hard as Zeriax would have liked.

Continuing the duel with Faxon, Garith steps to the side and delivers another solid hit with Radiance. the magic of Radiance providing just enough to bypass the ?armor? of Faxon. Battered and bloody Faxon fights on not willing to give up and admit defeat to the holy warrior.

To the south Oriana steps up and delivers the final blow to the cultist who threatened them with the glaive.

Seeing the 1 fall before him, Ryu takes advantage and hurries forward towards his sleeping bag nimbly dodging the futile attempt to hit him by the cultist. Once there he grabs his scimitar and not is prepared to face the fight blade in hand.

Pakak, I have you delaying as of right now. Go ahead with your action and I will include it later.

Top of 4
Faxon concentrates again on where Garith is holding his weapons as he calls upon further black magic to aid him. His hands emit a cold blackness as he reaches for the holy warrior. This time though Garith is ready and movesout of the way just in the nick of time. Faxon's touch missed but the hands continue to exude the cold on them.

spellcraft DC:18:

Vampiric touch

The cultist facing Oriana swings his glaive but can't get past her armor.

Round 4 only 2 foes left.

Good guys up with Pakak able to take last round's actions as well.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Maelchar takes the opportunity to drink a potion and heal himself, hoping that between Ryu and Oriana and Zeriax, they will take down the last cultist and Garith will finish off Faxon... if not, he'll be ready to face more foes after some healing. He does take a 5' step (to F6) to be closer to either foe for his next action.

clw: 1d8 + 1 ⇒ (6) + 1 = 7


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

"Friends Ryu and Oriana - that villain is yours" - he nods towards the cultist in the middle of the room - "Friend Garith, take no unnecessary risks against foul Faxon, keep him in check and he will be taken down!"

With no more words to add, he lets his bow sing its song, and unleashes another volley at the caster - We need him alive. We need to know what he knows - the thought nags at the monk, as he decides to strike to subdue.

Flurry 1 with blunt arrows: 1d20 + 4 - 4 ⇒ (6) + 4 - 4 = 6Damage: 1d8 + 3 ⇒ (8) + 3 = 11
Flurry 2 with blunt arrows: 1d20 + 4 - 4 ⇒ (4) + 4 - 4 = 4Damage: 1d8 + 3 ⇒ (3) + 3 = 6

Perhaps distracted by the thoughts that assail him, and the concern as to what seems to be afoot in the destroyed city, Zeriax attacks unfocused, missing his target by a mile.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Blood rising, and finally able to attack at full ability, Ryu grins, saying "Banzai, you son of a demon bish!" charging up behind Faxon to H:5 and slashing with hit scimitar, his fury and skill guiding the heavy blade in a wide arc.
Dervish-charge: 1d20 + 7 + 2 - 1 + 2 ⇒ (8) + 7 + 2 - 1 + 2 = 18 (BABw/Dex)+rage-PA+charge
for 1d6 + 8 ⇒ (2) + 8 = 10

Using the opportunity afforded by his ally, Garith steps up and takes another swing from F:3
Radiance: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17 (Atk-3)+flank
for 1d8 + 1 ⇒ (5) + 1 = 6
Glancing at the other cultist left alive at i:7, he says, "Surrender now"


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Spellcraft: 1d20 + 9 ⇒ (9) + 9 = 18

Pakak continues to flick and throw ice for now, as it looks like foes are going down.

Ray of Frost , R Touch 1d20 + 2 ⇒ (14) + 2 = 16
dmg: 1d3 ⇒ 2

Ray of Frost , R Touch 1d20 + 2 ⇒ (9) + 2 = 11
dmg: 1d3 ⇒ 3


With only Faxon and 1 cultist remaining the tide has completely turned in your favor. Added to that is the fact that Ryu finally got back to his weapon. With it in hand he charges the tiefling Faxon and delivers a critical blow to the witch. Following up with that attack Gartih brings radiance down ending the life of the man that just cursed him.

To the south Oriana swings again and delivers a hard hit to the hip of the cultists as Pakak fires two orbs of ice hitting the cultist both times.

Seeing the others around him all dead or dying the cultists oops at you all with a sneer. I go to Baphomet willingly. I will tell him about you so he may punish you accordingly. With that he channels energy killing himself and the rest of the downed cultists while injuring everyone for 5 damage.

On the bodies of the cultists you find a total of 5 MW glaives, 5 leather armors, 5 holy symbols of Baphomet, and 103gp in loose coin.

On the tiefling you find a shortsword and light crossbow with 10 bolts

On Faxon you discover a wand of cure moderate wounds (11 charges); MW morningstar, heavy crossbow with +1 bolts (14), bracers of armor +1, cloak of resistance +1, 2 keys and, 29 gp For lower items like these as long as Pakak can take 10 to identify them I will just let you know what they are from now on. Speeds things up and lets everyone start talking about sharing the wealth.

More importantly however you have cleansed this floor of cultists and can bar the door closed providing you with a place to sleep for the night once the lower level is explored.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Maelchar shudders as the negative channel runs through him, causing further damage. "That hurt, but it wasn't excessive... this fellow might not have fully killed himself... perhaps if we were to heal him, he could be questioned. Somehow I doubt he'd give us much useful information, but I just thought I'd bring it up while he's still bleeding out but before he dies."

He looks over to Zeriax and sighs. "If others are hurt worse, of course see to them first, but I could use a touch of the scale if you've any left for the day. I seem to have made myself something of a target lately."


Ryu cleans his blade thoughtfully and grins.

"Well, that wraps another case... now what?" he asks, as if uninterested in the wealth that the company has found.

Maelchar wrote:
"Perhaps if we were to heal him, he could be questioned. Somehow I doubt he'd give us much useful information, but I just thought I'd bring it up while he's still bleeding out but before he dies."

Ryu turns a glance to the fallen enemy and his eyes gleam thoughtfully.

"I'll ask him - I have no problem at all in asking him in a way he can understand," he says in a completely toneless voice.

He moves casually to the enemy on the ground and he flexes his fingers gently, pausing, he glances at Zeriax.

In Minkai:

"I'm going to question him... properly... the way we do it at home... the others may not have the stomach for such action. Are you interested in helping me?" he says to the archer.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Taking 10 to identify sounds fine by me.

If hit by the energies, Pakak winces in pain, but still stands. "I'm not sure he's still living. If he wished himself to die while doing it, it strikes me as trying to unslit a throat, still...whatever you think best."


Need a heal check if you are trying to save him and the specifics of what you intend. Also tell me what you are doing exactly prior so I know and where this is taking place.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

With his only healing ability being limited to the healing touch of Iomadae, there is naught Garith can do to asist, but he does suggest "the man killed himself in service of his demon lords, damned his soul to the abyss. He will not likely respond to anything but the most brutal of tortures, which is not an option." if someone with the heal skill looks to see if he can even be saved. I'd rather pass on saving the guy.

id say this occurs soon as combat's over.
"We must make haste to clear out the Manor, should there be nay attempting to escape. Do any detect any threats coming?"

Garith is standing, armed looking down the stairs.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

To Ryu in Minkai:

"Brother Ryu, I believe I know what you are hinting at. I believe also you already know me enough to understand how far I would be willing to go in questioning someone. I trust your lead, and that you know the limits I cannot cross" - he responds with a nod.

Zeriax crouches next to Ryu, apparently debating something over the fallen captive in a foreign language.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Maelchar shrugs then and lets the man bleed out... If Garith doesn't think it's a good idea, and Ryu hinting at something darker than just questioning him, (from the statement "I'll ask him - I have no problem at all in asking him in a way he can understand,"), he decides it's not a good idea to heal the fellow.

"Shall we clean this place out quickly, dispose of the dead bodies and then try to get some rest? I don't know about the rest of you, but I'm near exhaustion, and mostly out of spells."

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

Where"I too am weary. Let us make this place safe. Please bring our charges in and bar the door. Zeriax, if you would be so kind as to scout?" Can we BOT Ria to use her inquisitor ability to switch her teamwork feat to Stealth Synergy and follow Zeriax?

After checking this floor Zeriax and Oriana can scout downstairs and we can follow shortly behand, with Ria keeping connected with her blessing of friendship telepathy


Response to Zeriax:

”Well, I gotta tell you, when I want to ask tough questions, sometimes it can be a little… nasty,” he says with a wink.

Then he sighs.

”But in this case, my lord Garith has forbade it – so I can’t do things the way I want to do them,” he says with a shrug.

”But if I wasn’t under orders, I’d show you how we’d deal deal with these basterds in my old boryokudan,” he adds with a friendly nod.

”Looks like for now we do things the nice way though… shikata ga nai, neh?” he says with a grin.

Ryu glances up at the others.

"Now what?" he asks with a suddenly cheerful voice.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Ryu:

"Boryokudan..? You have come a long way my friend - I do not know that much about organized crime, but none of the stories I ever heard depicted them as jumping into the fray to assist a dying city" - he nods - "A long way indeed" - he stares at Ryu for a while longer - "You seem at ease with yourself though, and while I have no pretense of being a master, I believe you are in the right path to harmony, even though I know that is not what you actively search"

He looks again at their captive - "I wouldn't say the nice way, but I would call it the correct one - but you already knew that"

His attention distracted by the conversation, Zeriax turns to Garith and nods - "I will" - then moves of to scour the place inch by inch, not taking any chances.

Taking 20 on Stealth and Perception for 28 and 30 respectively (Perception has +11 to locate traps, +12 vs. evil outsiders)


Ryu gives Zeriax a surprised look and a somewhat longer response in Minkai.

Response:

”Organized Crime? Whoa, brother – that’s not me… I’m just a lad who’s doing what his pop wants him to, and that’s helping out my family, savvy?”

He grins.

”Hell, when you aren’t born a poxing samurai, life’s pretty piss-poor back home, you know? But if you get dealt some bad karma, well – what’s wrong with twisting it a bit, neh?” he says with a grin.

”But you got me all wrong… I ain’t no criminal sort… well, not really… But the thing is, my family’s got no fancy name to give us power and weight, so we got to make power with coin. And if you want to do that – well, you know how the daimyo’s back home look on them that earn coin by a little hard work?”

He snorts in disgust.

”So yeah – we stick together and protect ourselves… you know, make sure that no one hurts us or our partners – because you gotta know that no samurai’d stick his neck out for a naught but a baka whore of a merchant, right? I mean hell, they look at us worse than gods damned eta, you know?” he says with a shrug.

”But we aren't that bad – not really. I mean… we got a code, you know? And we even got some discipline… well, sort of… and anyhow, some of us even know a little bushido, too. Oh - and as for harmony? Hell, brother – I’m always eager to get more wa,” he says with a grin.

”Anyhow, do what you got to do..." he adds with a pleasant nod of his head.

At which point he gives Zeriax a quick bow, than turns from his work with a grin and ambles over to Oriana.

”Yo, Angel-chan – how’re you feeling?” he says giving her a grin and a wink.


Oriana: looking off into the distance with a sad look on her face she turns to you. Honestly, Ryu, I am worried about my brother and my parents. Their fate is distracting me and I am thinking that until I know what happened to them I won't feel complete and focused. I am thinking that in the morning I will need to go and search for them myself. I know that will leave you at the worst possible timing but it is something I must do and follow my heart.

Deciding not to revive and interrogate the fallen cultists the group lets Zeriax scout the area downstairs. He comes back soon reporting that there is no one else downstairs but has not opened the double doors to the back of the room. Gathering the group together they all head downstairs and use the keys on Faxon to open the doors.

This semicircular room has been outfitted with numerous demonic decorations. The green glass lanterns hanging on the walls give the room an eerie glow. A brazen minotaur head hangs from one wall above an altar covered with wavy-bladed knives and curved bulls' horns, while star-shaped symbols in red decorate other walls. A large wooden chest sits near the west wall.

The wooden chest is locked but the key from Faxon opens it. Within are various items looted from the ruins over the past several days by the cultists, including3,310 cp, 1059 sp, 152 gp, 11 pp, five silver holy symbols of Iomedae worth 25 gp each, a masterwork longsword, two masterwork scimitars, 450 gp in various fine housewares like silverware and table settings, a wand of bless weapon ( 18 charges), and a currently broken phylactery of faithfulness.

The chest also contains a sheaf of papers documenting the cultists' movements around the city. These papers not only indicate that the plan to attack Kenabres was several years in the planning, but that there were a large number of Templars of the Ivory Labyrinth involved. This list of names is valuable to the crusaders-it can't help Kenabres at this point, but since several of the names on the list include people operating in other cities, the crusaders will pay 2,000 gp for it in reward.

Finally, there's a short note in immaculate handwriting-a letter from the lilitu Minagho to Faxon... letter

DC 20 Knowledge (local, history, or planes):

Minagho is the demonic ruler of the ruined city of Raliscrad in the Worldwound, and Vorlesh is the woman rumored to have helped open the Worldwound in the first place.

DC 35 Knowledge ( planes):

Nahyndrian crystals are said to be the crystallized fragments of a murdered demon lord's life force, though what use such an object could be put to is unknown.

Assuming Pakak detects magic on the items he notices that the brazen minotaur's head radiates an aura of magic as well as the room radiates an aura.

Minotaur Head spellcraft DC: 20:

Brazen Head
PRICE 6,500 GP WEIGHT 10 lbs.
A brazen head is an object sacred to the cult of Baphomet. Most brazen heads appear to be the head of a minotaur, but others in the shape of humans, animals, or multi-faced demons exist. When mounted on a wall in an area sacred to Baphomet, the brazen head constantly breathes out invisible vapors that fill a 60-foot spread. Any evil creature in this area gains the benefit of a bless spell. When in the area of an unhallow spell cast by a worshiper of Baphomet, a brazen head can be used once per month to perform an augury. Rumors exist of more powerful brazen heads capable of casting divination or even commune.

CONSTRUCTION REQUIREMENTS:
COST 3,250 GP Craft Wondrous Item, bless, augury, must worship Baphomet

spellcraft on room DC:21:

The room has an unhallow and zone of truth spell currently active on it.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

know planes: 1d20 + 7 ⇒ (7) + 7 = 14

Maelchar shudders as he reads the letter. He doesn't know who the people mentioned might be, but the letter spells out the doom of Kenabres, which is in dire enough straits already. He scowls and looks to the others.

"I know we need rest, but we need to get this to those who might be able to protect the wardstones from this 'final solution' the demons seek. Speed would seem to be of the essence. I suggest we get our rest and get out of here as quickly as possible. Garith, does the magic in the minotaur head detect as evil? And if it does, can we destroy the magic by destroying the head, do you think?"

spellcraft on head: 1d20 + 5 ⇒ (13) + 5 = 18

spellcraft on room: 1d20 + 5 ⇒ (12) + 5 = 17

so close, yet so far away

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

K(planes): 1d20 + 3 ⇒ (5) + 3 = 8 or a 10 for evil outsiders...
"My friends what do you make of this? I know not of some of this information," Garith says, inwardly cursing his ignorance.
He steels himself for what he is about to open i mind to. SOme artifacts of Evil are nown to have a darkness that can overwhelm. Detect Evil on stuff

Spellcraft on head: 1d20 + 7 ⇒ (17) + 7 = 24 cause that head was made by evil folks

Can I roll spellcraft to ID this item?:
"This wretched artifact breathes evil into the air which grants a blessing to the followers of Baphomet, and even allows communication with the demon-lord when on unhallowed ground." Garith says, removing the head from its mount to prevent it from breathing out more

can we re-forge these kinds of evil artifacts? It's not like we can sell them to anyone, but can we use them as components for crafting if we get down-time later, or sell them to a crafter to purify and re-forge?


Garith you need detect magic first before you can identify an item. Spellcraft in your case right now would do great to identify a spell as it is being cast though.

Oriana spellcraft on Minotaur head1d20 + 4 ⇒ (13) + 4 = 17
Use hero point for +4 after the fact to hit DC 21

Spellcraft on room 1d20 + 4 ⇒ (15) + 4 = 19
Again use hero point for +4 after the fact

Go ahead and read the spoilers. Good thing Oriana had spellcraft and detect magic. Also figure since she is leaving that might as well use the hero points before she is gone. I am assuming after this you are all spending the night. Talk amongst yourselves and decide where to go next and will make it happen. Night all.

As for the items that you don't want to sell, the crusaders will buy them from you to study the enemy more or I will allow the option for a crafter to disassemble the magic item to get raw materials to craft their own items. Works out to be the same if you sell it for half or gain half in reagents so the fluff is up to you and how you want to roleplay it.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Knowledge (Local): 1d20 + 8 ⇒ (9) + 8 = 17<- (+10 vs. evil outsiders)

I have to admit I haven't been keeping track of Hero Points... But I never spent any of them anyways, so I'd like to spend one now for a result above of 21/23. Anyone can fill me in on how many hero points we have?

Zeriax shakes his head in disbelief as he reads the note - "The apparent corruption within the Templars is appaling, and the fact that it went unnoticed for so long is even more surprising... The fact that this Faxon was receiving correspondence from Minagho - the demonic ruler of Raliscrad in the Worldwound - hints at the very forces at stake here" - he seems to wince at something momentarily - "The good news amidst all this madness is that we have done the right thing in suppressing Faxon" - he reads further - "Vorlesh - I know this name - she is the one rumored to have helped open the Worldwound in the first place. I do not know what a Nahyndrian crystal is however. Perhaps our friend Aravashinal could be of assistance"

Sitting down in one bunk, the tiefling adds - "As for our next destination - we either continue pursuing our goals, going for Topaz Solutions or the Tower of Estrod, whichever is closer. Or we double back and see Aravashinal for some possible feedback on the contents of this letter"

DM Variel, the 'Kenebras after the fall' link keeps sending me to the manor fight map for some reason... Could you check that please? Not really sure whichever of the above objectives is closer ;)

On another note, I would gladly sell everything we have found so far [except Radiance of course :D], for a chance to upgrade our gear - I saw your reference regarding items that the Crusaders would be willing to pay for - I am assuming this is info for when and if we meet up with a Crusader contingent, correct?


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Knowledge Planes 1d20 + 8 ⇒ (7) + 8 = 15
Knowledge Planes 1d20 + 8 ⇒ (7) + 8 = 15

Spellcraft: 1d20 + 9 ⇒ (20) + 9 = 29
Spellcraft: 1d20 + 9 ⇒ (1) + 9 = 10

"Evil thing..." Pakak almost spits at the head, "I'm not sure how to destroy it best, but a goodly priest would be of help against it I think."

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

"It could, perhaps be of value as is as well, something to study as to better know our enemy. We shall see." can't see the map, so dunno if it makes more sense to advance first, or backtrack then advance... will try check tonight or tomorrow


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

I'm all for selling or giving the loot to the 'resistance' (except for radiance of course)... we could surely use a wand of clw and maybe people would like to upgrade their own equipment too.

"So we rest here then, since it seems to be secure enough?" Maelchar seems eager for the rest and recuperation.

He turns to Oriana and takes her gently by the arm, as he leads her away slightly from the others. "Sister, I know how you feel.. You are worried about not only the city, but the family too. I feel the same concerns... yet I feel as pulled in two directions as you must. Perhaps, since you and Sori have chosen the path of family, I feel I should stay with these others on behalf of the city as a whole. I will miss you sorely, my sister. Still, this is the only choice I feel I can make at this time. I hope you will understand why I don't attend you and stay with you to seek out our family."

As much as they are the only family I know, we are not blood, and her call is that much stronger for the blood relation. I hope she isn't disappointed in me for choosing the city over family."

He turns and hugs Ori (in a brotherly way of course), though he seems reluctant to let the moment pass, he eventually does, and releases her, tears in his eyes.

He turns back to the others and says in a strained cheerful voice. "Let's get our camp set up, set watches and get on with this... or choose another location... whatever we do, let's do it quick, I'm exhausted and need some rest... and we've got another big day ahead of us, I'm sure."

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

"I say, at dawn we make for Gwyrm Manor at dawn, as it is the closest landmark. Master Gwyrm, have you supplies or articles with which we may assure ours and your safety?" he asks the lord.
diplomacy: 1d20 + 9 ⇒ (7) + 9 = 16
"We can move forth from there toward the Grey Garrison, to locate the Riftwarden Quednys Orlun, as he may have taken refuge there when the Cathedral was destroyed. If we find him, he may be able to five us answers we seek, or we can return to the Library to update Aravashinal. Then we can move to either of the other two safe-houses. Pakak, sleep, the rest of us shall watch and we shall be ready to move out when you have your Magics prepared." Garith suggests.

I've added the Banded Male to my sheet, and will update loot this weekend if i can for both games. sorry it's jsut mad hectic for me.


male human Ranger 4

Taking stock of the situation, Horgus gathers together some of the cleanest bedrolls he can to make his bed with. Turning to Garith he nods his agreement with your assesment without divulging too much. Providing that my estate still stands intact from all of this I am quite confident that I will be able to not only pay you your dues but to also keep myself safe from any and all harm at the present. I have not made it this far and survived this long without a few tricks at home. Only the complete desctruction of my manor would remove those precautions. So yes I will be safe once we reach my home. However the precautions were made for myself only so the protection granted to you would be minimal if at all.

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