GM Tealk's - Return of the Runelords (Inactive)

Game Master Brainiac

Book Four - Temple of the Peacock Spirit, Part 1
Magnimar - Maps!
Inventory - Loot!

Current Date 16 Kuthona, 4718 AR


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Skills:
Bluff +13, Diplomacy +23, Disable Device +20, Perc. +23, Perform (Oratory) +21 (Sing) +17, Profession (librarian) +19, Sense Motive +1, Spellcraft +22, Stealth +10, Use Magic Device +20
Knowledge Skills:
All +17
Bard (13) HP 81/81 | AC 17 TC 12 FF 16 | Init +7 | Percep +23, Motive +1 | 20ft Speed | +8 CMB | CMD 19, FF 17 | Fort +7, Ref +10, Will +10 (+11 v illusion); (+4 v magic traps, lang. dep., writing)| 1: 5/7, 2: 4/6, 3: 4/5, 4: 4/4, 5: 0/1; Perf: 35/38

"Yes, yes. A grand idea."

Flik goes back to read the scrolls while Maddie is studying.


After finishing reading the scrolls, Flik feels like he has a better understanding of how the Therassic Library is organized. In order to study the library itself, though, the temporal fissure will need to be restored. Once you are ready, you pluck the damaged Book of Serpents, Ash, and Acorns from the air and start to take it out of the area. As soon as you step out of the library, though, mist begins to gather in the corner of the hallway as a familiar danger appears--a hulking hound of Tindalos, much larger than any of the ones you faced before!

Initiative:
Borgol: 1d20 + 2 ⇒ (4) + 2 = 6
Fergus: 1d20 + 1 ⇒ (8) + 1 = 9
Flik: 1d20 + 7 ⇒ (15) + 7 = 22
Maddie: 1d20 + 4 ⇒ (20) + 4 = 24
Remy: 1d20 + 2 ⇒ (1) + 2 = 3
Hound of Tindalos: 1d20 + 12 ⇒ (2) + 12 = 14

Flik and Maddie may act! The creature is 30 feet away. The creature has a gaze attack. Anybody meeting its gaze must make a DC 20 Fortitude save or take 5d6 slashing damage. A creature that succeeds on its save is immune to that hound’s gaze for 24 hours.


Female Child Human Chronomancer 12 | HP: 62/62 | AC 17 TC 13 FF 15 | Fort: +7, Ref: +9, Will: +10 | Init +4 (forewarned)| Per +15 SM -1 | 30 ft. speed/ 40 ft. fly | +6 CMB | CMD 17 FF 15 | Temporal Pool 6/9 | Telekinetic Fist 9/9 Full Stats, Spells

Fort DC 20, Forewarned: 1d20 + 7 + 1d6 ⇒ (9) + 7 + (3) = 19
Welp.
Damage: 5d6 ⇒ (3, 1, 3, 6, 2) = 15

Maddie cries out as space twists and slices into her. She curls into an invisible ball, looking away as she pulls on time to aid her allies.

Casting Haste


Skills:
Bluff +13, Diplomacy +23, Disable Device +20, Perc. +23, Perform (Oratory) +21 (Sing) +17, Profession (librarian) +19, Sense Motive +1, Spellcraft +22, Stealth +10, Use Magic Device +20
Knowledge Skills:
All +17
Bard (13) HP 81/81 | AC 17 TC 12 FF 16 | Init +7 | Percep +23, Motive +1 | 20ft Speed | +8 CMB | CMD 19, FF 17 | Fort +7, Ref +10, Will +10 (+11 v illusion); (+4 v magic traps, lang. dep., writing)| 1: 5/7, 2: 4/6, 3: 4/5, 4: 4/4, 5: 0/1; Perf: 35/38

Fortitude: 1d20 + 6 ⇒ (11) + 6 = 17
Slashing: 5d6 ⇒ (5, 4, 5, 2, 5) = 21

Flik wipes the blood from his eyes. "Drat these things!" He averts his eyes from the creature.

He starts dispensing advice and casts greater path of glory. The floor around him starts to glow!

Stand near me if you want fast healing 5. It starts with my square +4 four squares, so people should be able to get into the glow. Sorry, this is kind of a tough spell for PBP.

Naturalist: Naturalist: +3 insight bonus AC, attack, saving throws

Don't forget Naturalist on your gaze attacks!


The hound growls and casts about, as if trying to find the source of Maddie's spellcasting. Unable to locate her, it slides through the angles of reality, appearing directly in front of Fergus and attacking the dwarf!

Bite, Claws: 1d20 + 17 ⇒ (13) + 17 = 301d20 + 17 ⇒ (16) + 17 = 331d20 + 17 ⇒ (1) + 17 = 18
Damage: 2d6 + 5 ⇒ (5, 4) + 5 = 141d8 + 5 ⇒ (8) + 5 = 13

A second large hound appears at the rear of the group, taking a few moments to assess the situation...

27 damage to Fergus. Everybody may act! Don't forget the gaze!


Male Human Ranger (Skirmisher/Divine Tracker/Infiltrator) 4/Cleric 2/Vindicator 7 (HP: 117/117 | AC: 26[33] TC 13 FF 23[30] | Init: +3 | Percept: +19(+22) Motive: +6| 30' speed, fly 60' | CMB: +17 | CMD: 30, FF: 27 | Fort: +15; Ref: +11; Will:+13)

Is there a map? Can Borgol stay close enough to Flik while attacking the one in the rear?

Borgol spins in reaction to the sudden appearance behind them, rushing forward while drawing his blade, causing it to burst into flame. He catches the creature's eyes as he moves forward, but the sacred energies filling him push away the fell effect.

Fortitude (v Gaze): 1d20 + 14 + 3 ⇒ (8) + 14 + 3 = 25

He doubles in size just before he reaches the hound, using his reach to strike down at the beast.

+1 Flaming Longsword (Haste, PA, Naturalist): 1d20 + 14 + 3 + 1 ⇒ (10) + 14 + 3 + 1 = 28 for 2d6 + 13 + 3 ⇒ (2, 5) + 13 + 3 = 23 plus fire: 1d6 ⇒ 6


Male Dwarf Paladin 13 (HP 147/171 AC:22 T:11 F:21 Saves F:+16 R:+9 W:+14 CMB:+17 CMD:28 Init:+1 Perc: +15 Heal: +18)

DC20 Fort Save: 1d20 + 16 + 3 ⇒ (5) + 16 + 3 = 24

Fergus winces as hound tears into him. He tries to return the favor!

Attack 1: 1d20 + 18 + 3 ⇒ (10) + 18 + 3 = 31
Damage 1: 1d12 + 7 ⇒ (5) + 7 = 12
Attack 2: 1d20 + 13 + 3 ⇒ (8) + 13 + 3 = 24
Damage 2: 1d12 + 7 ⇒ (10) + 7 = 17
Attack 3: 1d20 + 8 + 3 ⇒ (11) + 8 + 3 = 22
Damage 3: 1d12 + 7 ⇒ (11) + 7 = 18
Attack Haste: 1d20 + 18 + 3 ⇒ (6) + 18 + 3 = 27
Damage Haste: 1d12 + 7 ⇒ (9) + 7 = 16


Female Child Human Chronomancer 12 | HP: 62/62 | AC 17 TC 13 FF 15 | Fort: +7, Ref: +9, Will: +10 | Init +4 (forewarned)| Per +15 SM -1 | 30 ft. speed/ 40 ft. fly | +6 CMB | CMD 17 FF 15 | Temporal Pool 6/9 | Telekinetic Fist 9/9 Full Stats, Spells

Maddie keeps her eyes open just enough to make sure she doesn't mess up her spellcasting while she works her magic. Once she finishes, vivid magic snakes out and envelops Remy, doubling the monk in size.
Casting Enlarge Person


Skills:
Bluff +13, Diplomacy +23, Disable Device +20, Perc. +23, Perform (Oratory) +21 (Sing) +17, Profession (librarian) +19, Sense Motive +1, Spellcraft +22, Stealth +10, Use Magic Device +20
Knowledge Skills:
All +17
Bard (13) HP 81/81 | AC 17 TC 12 FF 16 | Init +7 | Percep +23, Motive +1 | 20ft Speed | +8 CMB | CMD 19, FF 17 | Fort +7, Ref +10, Will +10 (+11 v illusion); (+4 v magic traps, lang. dep., writing)| 1: 5/7, 2: 4/6, 3: 4/5, 4: 4/4, 5: 0/1; Perf: 35/38

Flik continues to perform and spreads the healing magic around, then casts good hope.
Avert Gaze (50+ is good): 1d100 ⇒ 23
Fort: 1d20 + 6 + 3 + 2 ⇒ (17) + 6 + 3 + 2 = 28

Naturalist: Naturalist: +3 insight bonus AC, attack, saving throws
Good Hope: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.


Female LG Human (Azlanti) Unchained Monk (Scaled Fist) 12 | HP: 23/100| AC: 29* (21 Tch, 27* Fl) | CMB: +18, CMD: 38 (40 vs grapple) | F: +11, R: +12, W: +6 (+5 vs. mind-affecting, +4 vs. paralysis, sleep, stun, +2 vs. fear) | Init: +2 | Perc: +15, SM: +0  | Speed 70 ft. | Stunning Fist 12/13; Ki Pool 9/12 | Active Conditions: Mage Armor| Appearance

Fortitude, Good Hope, Naturalist: 1d20 + 11 + 5 ⇒ (13) + 11 + 5 = 29

Remy weathers the time-hounds' dangerous gaze as she lays into them!

Flurry, Good Hope, Naturalist, Haste: 1d20 + 27 ⇒ (12) + 27 = 391d20 + 27 ⇒ (20) + 27 = 471d20 + 27 ⇒ (4) + 27 = 311d20 + 27 ⇒ (4) + 27 = 311d20 + 22 ⇒ (14) + 22 = 361d20 + 17 ⇒ (17) + 17 = 34
Crit?: 1d20 + 27 ⇒ (17) + 27 = 44
Damage: 2d8 + 15 ⇒ (4, 2) + 15 = 214d8 + 24 ⇒ (1, 3, 7, 5) + 24 = 402d8 + 12 ⇒ (3, 7) + 12 = 222d8 + 12 ⇒ (1, 5) + 12 = 182d8 + 12 ⇒ (8, 1) + 12 = 212d8 + 12 ⇒ (4, 7) + 12 = 23


Fergus chops at the nearest hound, landing three hits. Borgol swells in size and slices it with his flaming sword. Remy leaps at the second hound, taking it down with a furious flurry of blows!

The first hound attacks Fergus again as two more of the time-traveling beasts suddenly appear, flanking Remy! They snap and claw at her.

Bite, Claws vs Fergus: 1d20 + 18 ⇒ (11) + 18 = 291d20 + 18 ⇒ (1) + 18 = 191d20 + 18 ⇒ (2) + 18 = 201d20 + 18 ⇒ (6) + 18 = 24
Damage: 2d6 + 5 ⇒ (4, 3) + 5 = 121d8 + 5 ⇒ (1) + 5 = 6
Bite, Claws vs Remy: 1d20 + 18 ⇒ (2) + 18 = 201d20 + 18 ⇒ (2) + 18 = 201d20 + 18 ⇒ (15) + 18 = 331d20 + 18 ⇒ (15) + 18 = 33
Damage: 1d8 + 5 ⇒ (1) + 5 = 61d8 + 5 ⇒ (6) + 5 = 11
Bite, Claws vs Remy: 1d20 + 18 ⇒ (11) + 18 = 291d20 + 18 ⇒ (3) + 18 = 211d20 + 18 ⇒ (11) + 18 = 291d20 + 18 ⇒ (10) + 18 = 28
Damage: 2d6 + 5 ⇒ (4, 5) + 5 = 141d8 + 5 ⇒ (8) + 5 = 13

18 damage to Fergus, 44 damage to Remy. Everybody heals 5 damage from the greater path to glory. Everybody is up!


Male Human Ranger (Skirmisher/Divine Tracker/Infiltrator) 4/Cleric 2/Vindicator 7 (HP: 117/117 | AC: 26[33] TC 13 FF 23[30] | Init: +3 | Percept: +19(+22) Motive: +6| 30' speed, fly 60' | CMB: +17 | CMD: 30, FF: 27 | Fort: +15; Ref: +11; Will:+13)

Borgol presses his attack, trying to quickly strike down the Hound before the others arrive.

Flaming Longsword (Haste, PA, Naturalist): 1d20 + 14 + 3 + 1 - 2 ⇒ (19) + 14 + 3 + 1 - 2 = 35 Threat

Confirm: 1d20 + 14 + 3 + 1 - 2 ⇒ (20) + 14 + 3 + 1 - 2 = 36 That seems to work

Regular Damage: 2d6 + 13 + 3 ⇒ (5, 1) + 13 + 3 = 22
Plus Critical: 2d6 + 13 + 3 ⇒ (1, 6) + 13 + 3 = 23
plus fire: 1d6 ⇒ 2

Haste Attack - Flaming Longsword (Haste, PA, Naturalist): 1d20 + 14 + 3 + 1 - 2 ⇒ (19) + 14 + 3 + 1 - 2 = 35 Threat
Confirm: 1d20 + 14 + 3 + 1 - 2 ⇒ (18) + 14 + 3 + 1 - 2 = 34 Seems good

Regular Damage: 2d6 + 13 + 3 ⇒ (5, 1) + 13 + 3 = 22
Plus Critical: 2d6 + 13 + 3 ⇒ (1, 5) + 13 + 3 = 22
plus fire: 1d6 ⇒ 5

Shield Slam (Haste, PA, Naturalist): 1d20 + 14 + 3 + 1 - 2 ⇒ (1) + 14 + 3 + 1 - 2 = 17 Well, that's a miss

Iterative Attack - Flaming Longsword (Haste, PA, Naturalist): 1d20 + 9 + 3 + 1 - 2 ⇒ (20) + 9 + 3 + 1 - 2 = 31 Threat - go longsword!

Confirm: 1d20 + 9 + 3 + 1 - 2 ⇒ (18) + 9 + 3 + 1 - 2 = 29 That seems to work

Regular Damage: 2d6 + 13 + 3 ⇒ (4, 5) + 13 + 3 = 25
Plus Critical: 2d6 + 13 + 3 ⇒ (3, 2) + 13 + 3 = 21
plus fire: 1d6 ⇒ 2


With a mighty slice, Borgol decapitates the hound he and Fergus had been attacking. He takes a step closer to Remy, scoring two more critical hits and critically wounding one of the two remaining foes!

Everybody else may still act!


Male Dwarf Paladin 13 (HP 147/171 AC:22 T:11 F:21 Saves F:+16 R:+9 W:+14 CMB:+17 CMD:28 Init:+1 Perc: +15 Heal: +18)

Fergus will continue to attack the hound.

Attack 1: 1d20 + 18 + 3 ⇒ (19) + 18 + 3 = 40
Damage 1: 1d12 + 7 ⇒ (6) + 7 = 13
Attack 2: 1d20 + 13 + 3 ⇒ (20) + 13 + 3 = 36
Damage 2: 1d12 + 7 ⇒ (8) + 7 = 15
Attack 3: 1d20 + 8 + 3 ⇒ (7) + 8 + 3 = 18
Damage 3: 1d12 + 7 ⇒ (8) + 7 = 15
Attack Haste: 1d20 + 18 + 3 ⇒ (17) + 18 + 3 = 38
Damage Haste: 1d12 + 7 ⇒ (1) + 7 = 8
Attack Confirm?: 1d20 + 13 + 3 ⇒ (9) + 13 + 3 = 25
Additional Damage Confirm?: 2d12 + 14 ⇒ (8, 3) + 14 = 25


Fergus's axe proves to be almost as keen as Borgol's blade, as he hacks the wounded hound apart. Remy takes down the final foe, and the battle comes to an end.

After recovering from the battle, you leave the area of the library. The Book of Serpents, Ash, and Acorns vanishes from Maddie's hands, and the world around you lurches as you are returned to the proper timeline. The blurred forms of the researchers and scholars in Jorgenfist become solid, and they react with mild surprise as, to their eyes, you suddenly appear in their midst! They quickly recover and take the event in stride--after all, the site is certainly no stranger to spellcasters teleporting into the region out of the blue!

When you seek out the time dragon Ninuron atop the Black Tower, it seems he has returned to the normal timeline as well. He thanks you for repairing the time fractures and offers his hoard as a reward. He’s eager to learn what you did to heal the fractures in time and promises to do what he can to help you when you meet again before he flies off in search of a way to return to his home.

Ninuron's hoard consists of 154,555 cp, 71,040 sp, 18,788 gp, 1,200 pp, gems worth a total of 7,750 gp, various art objects worth a total of 6,312 gp, a +2 tower shield, a +1 corrosive greataxe, a +1 seeking heavy crossbow, a circlet of persuasion, a deck of illusions, a ring of force shield, and a pair of tremor boots.

Now that you have restored the flow of time, you are able to research the cult of the Peacock Spirit in the Therassic Library. No one group controls the library today; instead, the various groups of scholars who have settled in the region work together to ensure that the site remains protected while still honoring each other’s privacy. In time, this group may well form into its own faction devoted to preserving and protecting Thassilonian lore, but for now, you are regarded curiously but not opposed or bothered as you go about your research.

By unwritten agreement, no books are removed from the immediate surroundings, but neither are any sections of the library off-limits to those who make the journey. Now and then, the site’s defenders have been forced to step in and prevent access to those obviously intending villainy, but as long as you don’t look or act suspicious, you won’t have any issues in researching here. There are numerous tomes within the Therassic Library, and it will take some time for you to find the information you seek.

This library makes use of the research rules. Studying the books in the previous chamber gives Flik a +5 bonus on research checks, which stacks with the +4 from the library itself. Go ahead and roll until you reduce the library's kp to 0 and I'll give you the results. Just need to know how many days it takes.

Therassic Library:
Complexity: 40 (difficult)
Languages: Thassilonian
Research Check: Knowledge (history), Knowledge (nobility), or Knowledge (religion); Knowledge Bonus +4
kp 42


Skills:
Bluff +13, Diplomacy +23, Disable Device +20, Perc. +23, Perform (Oratory) +21 (Sing) +17, Profession (librarian) +19, Sense Motive +1, Spellcraft +22, Stealth +10, Use Magic Device +20
Knowledge Skills:
All +17
Bard (13) HP 81/81 | AC 17 TC 12 FF 16 | Init +7 | Percep +23, Motive +1 | 20ft Speed | +8 CMB | CMD 19, FF 17 | Fort +7, Ref +10, Will +10 (+11 v illusion); (+4 v magic traps, lang. dep., writing)| 1: 5/7, 2: 4/6, 3: 4/5, 4: 4/4, 5: 0/1; Perf: 35/38

Flik is in his elements, digging through tomes without noticing the time passing.

Day 1
Knowledge (history): 1d20 + 16 + 5 + 4 ⇒ (14) + 16 + 5 + 4 = 39
Damage: 1d12 + 3 ⇒ (5) + 3 = 8
Day 2
Knowledge (history): 1d20 + 16 + 5 + 4 + 1 ⇒ (7) + 16 + 5 + 4 + 1 = 33
Damage: 1d12 + 3 ⇒ (3) + 3 = 6
Day 3
Knowledge (history): 1d20 + 16 + 5 + 4 + 2 ⇒ (10) + 16 + 5 + 4 + 2 = 37
Damage: 1d12 + 3 ⇒ (1) + 3 = 4
Day 4
Knowledge (history): 1d20 + 16 + 5 + 4 + 3 ⇒ (11) + 16 + 5 + 4 + 3 = 39
Damage: 1d12 + 3 ⇒ (8) + 3 = 11
Day 5
Knowledge (history): 1d20 + 16 + 5 + 4 + 4 ⇒ (15) + 16 + 5 + 4 + 4 = 44
Damage: 1d12 + 3 ⇒ (2) + 3 = 5
Day 6
Knowledge (history): 1d20 + 16 + 5 + 4 + 5 ⇒ (16) + 16 + 5 + 4 + 5 = 46
Damage: 1d12 + 3 ⇒ (10) + 3 = 13
Day 7
Knowledge (history): 1d20 + 16 + 5 + 4 + 6 ⇒ (4) + 16 + 5 + 4 + 6 = 35
Damage: 1d12 + 3 ⇒ (1) + 3 = 4

Rolled out a week's worth of checks. (Could have a few successes if someone assists!) Alternatively, I might be able to use bard abilities to take 20 once per day. (Research rules say I can't take 20, but maybe the specific archivist bard thing would suggest I can? Up to you, whichever you think is more fun. If I can only Take 10, I can automatically succeed starting on the 6th day.) If I can use profession (librarian), my results would all be 1 higher.


Female Child Human Chronomancer 12 | HP: 62/62 | AC 17 TC 13 FF 15 | Fort: +7, Ref: +9, Will: +10 | Init +4 (forewarned)| Per +15 SM -1 | 30 ft. speed/ 40 ft. fly | +6 CMB | CMD 17 FF 15 | Temporal Pool 6/9 | Telekinetic Fist 9/9 Full Stats, Spells

Maddie's face is one of undisguised glee at the absolutely massive repository of knowledge she's been provided, and she races throughout the room gleefully picking books out from the topshelf without any assistance as she tries to learn everything she can.

...She's probably learning relevant things, by sheer accident at least as she utterly tears through what seems like every book in the library in record time.

K(history) DC 40: 1d20 + 24 + 4 ⇒ (16) + 24 + 4 = 44
Damage: 1d12 + 8 ⇒ (5) + 8 = 13

K(history) DC 40: 1d20 + 24 + 4 + 1 ⇒ (15) + 24 + 4 + 1 = 44
Damage: 1d12 + 8 ⇒ (7) + 8 = 15

K(history) DC 40: 1d20 + 24 + 4 + 2 ⇒ (7) + 24 + 4 + 2 = 37

K(history) DC 40: 1d20 + 24 + 4 + 3 ⇒ (18) + 24 + 4 + 3 = 49
Damage: 1d12 + 8 + 1 ⇒ (10) + 8 + 1 = 19

K(history) DC 40: 1d20 + 24 + 4 + 4 ⇒ (20) + 24 + 4 + 4 = 52
Damage: 1d12 + 8 + 2 ⇒ (2) + 8 + 2 = 12
Critical Confirm?: 1d20 + 24 + 4 + 4 ⇒ (16) + 24 + 4 + 4 = 48

K(history) DC 40: 1d20 + 24 + 4 + 5 ⇒ (8) + 24 + 4 + 5 = 41
Damage: 1d12 + 8 ⇒ (3) + 8 = 11

K(history) DC 40 (now with an upgraded Headband): 1d20 + 25 + 4 + 6 ⇒ (14) + 25 + 4 + 6 = 49
Damage: 1d12 + 9 + 1 ⇒ (12) + 9 + 1 = 22

In her free time, she takes advantage of much, much more experience and some rare reagents and gems from Ninuron's hoard to improve her Hairband of Vast Intelligence with knowledge from the library itself.

Spellcraft DC 18: 1d20 + 23 ⇒ (10) + 23 = 33

Okay, so acting as a primary researcher, Maddie could fully succeed by day 5, but if Flik gets some assistance from someone and turns Days 1 and 3 into a success, that becomes day 4 where the library is fully read.
That said, Maddie will probably need to be torn away from the books when it is time to leave.


Male Dwarf Paladin 13 (HP 147/171 AC:22 T:11 F:21 Saves F:+16 R:+9 W:+14 CMB:+17 CMD:28 Init:+1 Perc: +15 Heal: +18)

Fergus has some knowledge of history from all the times he listened to Cordwin and will crack open some tomes.

Knowledge (History) Aid another: 1d20 + 18 ⇒ (14) + 18 = 32

Knowledge (History) Aid another: 1d20 + 18 ⇒ (7) + 18 = 25


Male Human Ranger (Skirmisher/Divine Tracker/Infiltrator) 4/Cleric 2/Vindicator 7 (HP: 117/117 | AC: 26[33] TC 13 FF 23[30] | Init: +3 | Percept: +19(+22) Motive: +6| 30' speed, fly 60' | CMB: +17 | CMD: 30, FF: 27 | Fort: +15; Ref: +11; Will:+13)

From what I understand from the rules, Borgol could research using (religion) -- but would that count as aiding Flik?


It can count as aiding, yes.


Male Human Ranger (Skirmisher/Divine Tracker/Infiltrator) 4/Cleric 2/Vindicator 7 (HP: 117/117 | AC: 26[33] TC 13 FF 23[30] | Init: +3 | Percept: +19(+22) Motive: +6| 30' speed, fly 60' | CMB: +17 | CMD: 30, FF: 27 | Fort: +15; Ref: +11; Will:+13)

Borgol assists in the research, focusing primarily on the religous texts.

Knowledge (Religion) - to aid: 1d20 + 8 + 5 + 4 ⇒ (7) + 8 + 5 + 4 = 24
Knowledge (Religion) - to aid: 1d20 + 8 + 5 + 4 ⇒ (1) + 8 + 5 + 4 = 18
Knowledge (Religion) - to aid: 1d20 + 8 + 5 + 4 ⇒ (14) + 8 + 5 + 4 = 31
Knowledge (Religion) - to aid: 1d20 + 8 + 5 + 4 ⇒ (2) + 8 + 5 + 4 = 19
Knowledge (Religion) - to aid: 1d20 + 8 + 5 + 4 ⇒ (12) + 8 + 5 + 4 = 29
Knowledge (Religion) - to aid: 1d20 + 8 + 5 + 4 ⇒ (1) + 8 + 5 + 4 = 18
Knowledge (Religion) - to aid: 1d20 + 8 + 5 + 4 ⇒ (4) + 8 + 5 + 4 = 21


With everybody working together, it only takes about four days to learn everything you can about the temple of the Peacock Spirit.

The Peacock Spirit was a popular religion in the Thassilonian empire, particularly in Cyrusian. Its symbol was a large peacock feather with an open eye inside of it. The Peacock Spirit’s areas of concern were the mind, the body, and the soul, and it was worshiped mainly by ascetics, scholars, and wizards who studied rune magic.

Runelord Xanderghul built the Grand Temple of the Peacock Spirit, though the other six runelords offered funds or workers to aid the project. Xanderghul was a great proponent of the deity, and this splendid cathedral complex spurred the growth of the religion to the empire’s other realms. At the same time, the runelord also established the Therassic Order, the group of wizard-monks who controlled this very library, and the Order of the Green Feather, which functioned as the religion’s militaristic arm.

Devotees of the Peacock Spirit were expected to journey to the Grand Temple at least once in their lives. The trip into the mountains where the temple resides was said to be arduous and dangerous, but the beauty of the temple grounds was supposedly worth the trouble. Worshipers returned from the temple refreshed and invigorated, as if a weight were lifted from their souls. The temple’s valley (as well as the temple itself) is not only hidden by a powerful illusion but also protected by a potent dimensional lock effect save for in a few (unspecified in the library) areas.

Even though it is impossible to teleport directly into the Grand Temple of the Peacock Spirit, high-ranking members of the Therassic Order were gifted a way to instantly travel there in the form of an occult ritual. However, this method doesn’t include a way to teleport away from the temple, so the Therassic monks either had to return on foot or secure some other means of travel.

Eventually, you are able to find the full text of the viridian transcendence. You also learn that the Grand Temple of the Peacock Spirit is protected by seven Peacock Shrines, each of which grants inhabitants (but not visitors or invaders) defenses. While this information doesn’t indicate how a Peacock Shrine can be deactivated, it does mention the defensive effects each shrine grants: the red shrine grants mental protection, the orange shrine bolsters the temple’s walls, the yellow shrine grants physical protection, the green shrine grants immunity to poison and resistance to magic, the blue shrine allows inhabitants to conjure and summon creatures with ease, the indigo shrine grants enhanced healing, and the violet shrine grants Runelord Xanderghul some form of immortality.

Viridian Transcendence:
The viridian transcendence ritual isn’t so much cast as it is performed. While the casters must be well versed in several scholarly fields, the most important element of this ritual is that it be performed in a way that would please and entertain onlookers. The exact type of performance is irrelevant, although cultists of the Peacock Spirit traditionally dance or sing while performing this ritual.

THE VIRIDIAN TRANSCENDENCE
School conjuration (teleportation); Level 8
Casting Time 80 minutes
Components V, S, M (a gemstone lens worth at least 10,000 gp), SC (up to 8)
Skill Checks Knowledge (arcana) DC 30, 2 successes; Knowledge (planes) 1 success; Knowledge (religion) DC 30, 1 success; Perform (any) DC 30, 4 successes Range touch
Target primary and secondary casters Duration instantaneous
Saving Throw none; SR no
Backlash The primary caster takes 4d6 points of damage and is exhausted. Each secondary caster takes 2d6 points of damage.
Failure The casters each are inflicted with 2 temporary negative levels.

EFFECT
The primary caster draws the symbol of the Peacock Spirit—a peacock feather with an open eye in the middle—on the floor as the secondary casters stand in a circle around him. The secondary casters join hands around the primary caster, who must perform the praises of the Peacock Spirit (traditionally, hymns and dances that focus on tripartite union of mind, body, and soul). The secondary casters can lend their voices, but they must be in perfect harmony.

As the chants reach their peak, and assuming the casters successfully perform the ritual, a burst of blue-green energy issues forth from the primary caster, engulfing the secondary casters. At this moment, the primary caster must decide whether to use the successful ritual to travel to the Temple of the Peacock Spirit or to infuse the energies into one of the secondary casters to grant them the viridian escape.

Temple Travel: If the primary caster chooses this option, he and all of the secondary casters are teleported, as if via word of recall, to the Temple of the Peacock Spirit. Characters unable to fit in that area are left behind, as chosen by the primary caster. A creature can benefit from this effect as many times as it participates in a successful ritual.

Viridian Escape: The imbued secondary caster can use word of recall once as a swift action. When she activates this ability, she vanishes in a puff of bright blue-green smoke and reappears at the location at which she was imbued with this effect. A creature can be granted the viridian escape only once in its lifetime.


Female LG Human (Azlanti) Unchained Monk (Scaled Fist) 12 | HP: 23/100| AC: 29* (21 Tch, 27* Fl) | CMB: +18, CMD: 38 (40 vs grapple) | F: +11, R: +12, W: +6 (+5 vs. mind-affecting, +4 vs. paralysis, sleep, stun, +2 vs. fear) | Init: +2 | Perc: +15, SM: +0  | Speed 70 ft. | Stunning Fist 12/13; Ki Pool 9/12 | Active Conditions: Mage Armor| Appearance

"Alright, we've got what we need now," Remy says as the days of research finally provide results. "Let's go back to Magnimar and make sure our gear is upgraded and we're at peak fighting shape. Once we're ready, we'll travel to the Temple of the Peacock Spirit and take the fight to Xanderghul!"


Skills:
Bluff +13, Diplomacy +23, Disable Device +20, Perc. +23, Perform (Oratory) +21 (Sing) +17, Profession (librarian) +19, Sense Motive +1, Spellcraft +22, Stealth +10, Use Magic Device +20
Knowledge Skills:
All +17
Bard (13) HP 81/81 | AC 17 TC 12 FF 16 | Init +7 | Percep +23, Motive +1 | 20ft Speed | +8 CMB | CMD 19, FF 17 | Fort +7, Ref +10, Will +10 (+11 v illusion); (+4 v magic traps, lang. dep., writing)| 1: 5/7, 2: 4/6, 3: 4/5, 4: 4/4, 5: 0/1; Perf: 35/38

"Excellent idea. We should be able to handle this ritual, as long as we have the right components."


After a few weeks of preparing for the expedition, you finally ready to travel to the Temple of the Peacock Spirit. Once you have made all of your preparations, you gather in a circle. Flik draws the symbol of the Peacock Spirit on the floor and performs the ritualistic praises of the Peacock Spirit. As he chants, Remy carefully goes through the steps of a ritualistic dance that focuses on the tripartite union of mind, body, and soul.

As the chant reaches its peak, a burst of blue-green energy issues forth from Flik, engulfing all of you. Once it fades, you find you have been transported somewhere else..

Large alcoves to the north and south of this circular room are decorated with large painted carvings of a vibrantly colored peacock feather with a stylized blue eye open in the center. An archway in one wall provides access to a short hallway beyond. A line of script is carved into the archway’s top. The runes carved into the archway read, “Disciples of the Peacock Spirit Welcome” in Thassilonian.


Male Human Ranger (Skirmisher/Divine Tracker/Infiltrator) 4/Cleric 2/Vindicator 7 (HP: 117/117 | AC: 26[33] TC 13 FF 23[30] | Init: +3 | Percept: +19(+22) Motive: +6| 30' speed, fly 60' | CMB: +17 | CMD: 30, FF: 27 | Fort: +15; Ref: +11; Will:+13)

Borgol looks at the runes and says, "Well, I suppose that's proof that we're at the right place." He takes a moment to hone his senses before scanning for danger... or any other points of interest.

Perception (w/Skill Focus): 1d20 + 21 ⇒ (7) + 21 = 28


Skills:
Bluff +13, Diplomacy +23, Disable Device +20, Perc. +23, Perform (Oratory) +21 (Sing) +17, Profession (librarian) +19, Sense Motive +1, Spellcraft +22, Stealth +10, Use Magic Device +20
Knowledge Skills:
All +17
Bard (13) HP 81/81 | AC 17 TC 12 FF 16 | Init +7 | Percep +23, Motive +1 | 20ft Speed | +8 CMB | CMD 19, FF 17 | Fort +7, Ref +10, Will +10 (+11 v illusion); (+4 v magic traps, lang. dep., writing)| 1: 5/7, 2: 4/6, 3: 4/5, 4: 4/4, 5: 0/1; Perf: 35/38

"I don't suppose non-disciples will be terribly welcome. Be on guard!" Flik examines the surroundings with interest.


Male Human Ranger (Skirmisher/Divine Tracker/Infiltrator) 4/Cleric 2/Vindicator 7 (HP: 117/117 | AC: 26[33] TC 13 FF 23[30] | Init: +3 | Percept: +19(+22) Motive: +6| 30' speed, fly 60' | CMB: +17 | CMD: 30, FF: 27 | Fort: +15; Ref: +11; Will:+13)

Borgol nods, "Yeah, I took the sign more as a list of who was allowed than a greeting."


Borgol doesn't find anything in his search, but Flik detects a magical trap on the archway, set to place a curse on intruders that pass through it.


Skills:
Bluff +13, Diplomacy +23, Disable Device +20, Perc. +23, Perform (Oratory) +21 (Sing) +17, Profession (librarian) +19, Sense Motive +1, Spellcraft +22, Stealth +10, Use Magic Device +20
Knowledge Skills:
All +17
Bard (13) HP 81/81 | AC 17 TC 12 FF 16 | Init +7 | Percep +23, Motive +1 | 20ft Speed | +8 CMB | CMD 19, FF 17 | Fort +7, Ref +10, Will +10 (+11 v illusion); (+4 v magic traps, lang. dep., writing)| 1: 5/7, 2: 4/6, 3: 4/5, 4: 4/4, 5: 0/1; Perf: 35/38

"Well, they've left at least one nasty surprise."

Flik will attempt to disarm the trap.
Disable Device: 1d20 + 18 ⇒ (19) + 18 = 37


Flik expertly disables the trap! The archway is now safe to pass through.

A handful of statues, ranging from lifelike depictions of humanoids to stylized renditions of peacocks, are scattered around the chamber on the other side of the archway. The domed ceiling forty feet above is supported by eight stone pillars.

A pair of medusas are stationed here, keeping guard. When they see you , the snakes that make up their hair hiss in anger, and the medusas raise their bows, nocking glowing arrows!

Initiative:
Borgol: 1d20 + 3 ⇒ (4) + 3 = 7
Fergus: 1d20 + 1 ⇒ (3) + 1 = 4
Flik: 1d20 + 7 ⇒ (12) + 7 = 19
Maddie: 1d20 + 4 ⇒ (13) + 4 = 17
Remy: 1d20 + 2 ⇒ (5) + 2 = 7
Medusas: 1d20 + 11 ⇒ (13) + 11 = 24

The medusas fire on Borgol!

Longbow, Rapid Shot, Favored Enemy: 1d20 + 18 ⇒ (5) + 18 = 231d20 + 18 ⇒ (18) + 18 = 361d20 + 13 ⇒ (2) + 13 = 151d20 + 8 ⇒ (20) + 8 = 28
Crit?: 1d20 + 8 ⇒ (18) + 8 = 26
Damage: 1d8 + 4 ⇒ (3) + 4 = 71d8 + 4 ⇒ (1) + 4 = 5
Longbow, Rapid Shot, Favored Enemy: 1d20 + 18 ⇒ (12) + 18 = 301d20 + 18 ⇒ (3) + 18 = 211d20 + 13 ⇒ (7) + 13 = 201d20 + 8 ⇒ (8) + 8 = 16
Damage: 1d8 + 4 ⇒ (3) + 4 = 7

19 piercing damage to Borgol. Everybody may act. The medusas are 30 feet away from the front line of the party.

The medusas have gaze attacks. Anybody within 30 feet that meets their gaze must make a DC 17 Fortitude save for each medusa or be turned to stone! You may avert or close your eyes as usual.


Male Human Ranger (Skirmisher/Divine Tracker/Infiltrator) 4/Cleric 2/Vindicator 7 (HP: 117/117 | AC: 26[33] TC 13 FF 23[30] | Init: +3 | Percept: +19(+22) Motive: +6| 30' speed, fly 60' | CMB: +17 | CMD: 30, FF: 27 | Fort: +15; Ref: +11; Will:+13)

Borgol winces at the arrows, raising his shield to protect himself as he rushes forward, doubling in size and gaining momentum to slam one of the medusae into the wall behind her.

Fort (v. Gaze): 1d20 + 14 ⇒ (8) + 14 = 22

Shield Slam (Charge, Enlarged): 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30 for 1d8 + 7 ⇒ (1) + 7 = 8 (It's my only attack, so it gets primary damage rather than off-hand)

So, with the size bonus, that's a Bull Rush of 31 -- kind of hoping that's enough to throw her into the wall and knock her prone.


Male Dwarf Paladin 13 (HP 147/171 AC:22 T:11 F:21 Saves F:+16 R:+9 W:+14 CMB:+17 CMD:28 Init:+1 Perc: +15 Heal: +18)

Fergus will move up and attack!

Fort Save DC17: 1d20 + 16 ⇒ (18) + 16 = 34

Attack: 1d20 + 18 ⇒ (6) + 18 = 24
Damage: 1d12 + 7 ⇒ (3) + 7 = 10


Female Child Human Chronomancer 12 | HP: 62/62 | AC 17 TC 13 FF 15 | Fort: +7, Ref: +9, Will: +10 | Init +4 (forewarned)| Per +15 SM -1 | 30 ft. speed/ 40 ft. fly | +6 CMB | CMD 17 FF 15 | Temporal Pool 6/9 | Telekinetic Fist 9/9 Full Stats, Spells

Maddie wastes no time, pulling on her recently-strengthened connection to the timestream and boosting her allies.

Casting Haste


Skills:
Bluff +13, Diplomacy +23, Disable Device +20, Perc. +23, Perform (Oratory) +21 (Sing) +17, Profession (librarian) +19, Sense Motive +1, Spellcraft +22, Stealth +10, Use Magic Device +20
Knowledge Skills:
All +17
Bard (13) HP 81/81 | AC 17 TC 12 FF 16 | Init +7 | Percep +23, Motive +1 | 20ft Speed | +8 CMB | CMD 19, FF 17 | Fort +7, Ref +10, Will +10 (+11 v illusion); (+4 v magic traps, lang. dep., writing)| 1: 5/7, 2: 4/6, 3: 4/5, 4: 4/4, 5: 0/1; Perf: 35/38

Flik recalls some information about Medusas and then casts good hope on everyone. He takes a step back to stay out of their range.

Naturalist: Naturalist: +3 insight bonus AC, attack, saving throws
Good Hope: +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.


Female LG Human (Azlanti) Unchained Monk (Scaled Fist) 12 | HP: 23/100| AC: 29* (21 Tch, 27* Fl) | CMB: +18, CMD: 38 (40 vs grapple) | F: +11, R: +12, W: +6 (+5 vs. mind-affecting, +4 vs. paralysis, sleep, stun, +2 vs. fear) | Init: +2 | Perc: +15, SM: +0  | Speed 70 ft. | Stunning Fist 12/13; Ki Pool 9/12 | Active Conditions: Mage Armor| Appearance

Fortitude: 1d20 + 11 + 3 + 2 ⇒ (11) + 11 + 3 + 2 = 27

Bolstered by Flik's knowledge and magic, Remy is confident enough to stare the medusas down! As Borgol and Fergus move in, the monk enters her dragon stance and delivers a flying kick before unleashing a flurry of blows!

Flying Kick, Flurry, Haste, Naturalist, Good Hope: 1d20 + 27 ⇒ (1) + 27 = 281d20 + 27 ⇒ (11) + 27 = 381d20 + 27 ⇒ (7) + 27 = 341d20 + 27 ⇒ (7) + 27 = 341d20 + 22 ⇒ (13) + 22 = 351d20 + 17 ⇒ (10) + 17 = 27
Damage: 2d8 + 12 ⇒ (4, 5) + 12 = 212d8 + 12 ⇒ (8, 6) + 12 = 262d8 + 12 ⇒ (4, 7) + 12 = 232d8 + 12 ⇒ (7, 8) + 12 = 272d8 + 12 ⇒ (2, 7) + 12 = 21


Remy's flurry softens up one of the archers. Borgol slams the medusa with his shield, knocking her against a wall and down to the floor, then Fergus dispatches her with a chop of his axe!

Caught off-guard by your sudden and brutal fury, the second medusa turns and tries to run away, fleeing out a pair of open doors to the north.

The medusa moves 60 feet away--not too hard to catch her with haste! Everybody may act! Anybody within 30 feet meeting her gaze will need to attempt another DC 17 Fortitude save or be petrified.


Skills:
Bluff +13, Diplomacy +23, Disable Device +20, Perc. +23, Perform (Oratory) +21 (Sing) +17, Profession (librarian) +19, Sense Motive +1, Spellcraft +22, Stealth +10, Use Magic Device +20
Knowledge Skills:
All +17
Bard (13) HP 81/81 | AC 17 TC 12 FF 16 | Init +7 | Percep +23, Motive +1 | 20ft Speed | +8 CMB | CMD 19, FF 17 | Fort +7, Ref +10, Will +10 (+11 v illusion); (+4 v magic traps, lang. dep., writing)| 1: 5/7, 2: 4/6, 3: 4/5, 4: 4/4, 5: 0/1; Perf: 35/38

Flik will keep performing and use [url=https://aonprd.com/SpellDisplay.aspx?ItemName=Shadow%20Trap]shadow trap[/ooc] on the creature.

(DC 18 Will)


Male Human Ranger (Skirmisher/Divine Tracker/Infiltrator) 4/Cleric 2/Vindicator 7 (HP: 117/117 | AC: 26[33] TC 13 FF 23[30] | Init: +3 | Percept: +19(+22) Motive: +6| 30' speed, fly 60' | CMB: +17 | CMD: 30, FF: 27 | Fort: +15; Ref: +11; Will:+13)

Borgol chuckles and says, "Someone's realized she bit off more than she can chew," before rushing forward, blade and shield in hand to stop the fleeing creature from raising an alarm.

Is there a map? I assume because of the door, I can't charge, but can I bounce her off a wall like her sister?


Yes, you can rush up and knock her down.


Male Human Ranger (Skirmisher/Divine Tracker/Infiltrator) 4/Cleric 2/Vindicator 7 (HP: 117/117 | AC: 26[33] TC 13 FF 23[30] | Init: +3 | Percept: +19(+22) Motive: +6| 30' speed, fly 60' | CMB: +17 | CMD: 30, FF: 27 | Fort: +15; Ref: +11; Will:+13)

Borgol rushes after the fleeing medusa, Maddie's magic giving him the speed to close with her and slam her with his shield, as he did her sister.

Shield Slam (Haste, Naturalist, Good Hope): 1d20 + 17 + 3 + 2 ⇒ (15) + 17 + 3 + 2 = 37 for 1d6 + 6 + 3 + 2 ⇒ (1) + 6 + 3 + 2 = 12 Assuming I couldn't enlarge due to the door, nor charge -- still, that's DC 37 on the Bull Rush, so that's probably enough to throw her a good 15-20 feet and into a wall.


Will: 1d20 + 10 ⇒ (4) + 10 = 14

Borgol follows the fleeing medusa out of the building. Two ten-foot-diameter pools of sparkling blue water sit before the entrance to the small building, which is built into the side of a cliff. To the north, a grassy valley opens up, its borders defined by imposing sheer cliffs that are well over a thousand feet tall.

Catching up to the medusa, the vindicator slams her with his shield, knocking her into the nearby pool. She coughs and splutters in the water, then Flik pins her shadow in place, preventing her from moving.

Fergus and Remy quickly move in to threaten the snake-haired woman. "Surrender, if you value your life," Remy says with steel in her voice.

Intimidate: 1d20 + 25 ⇒ (15) + 25 = 40

The medusa cringes and drops her bow. She makes sure to keep her eyes closed as she raises her hands in surrender.


Male Human Ranger (Skirmisher/Divine Tracker/Infiltrator) 4/Cleric 2/Vindicator 7 (HP: 117/117 | AC: 26[33] TC 13 FF 23[30] | Init: +3 | Percept: +19(+22) Motive: +6| 30' speed, fly 60' | CMB: +17 | CMD: 30, FF: 27 | Fort: +15; Ref: +11; Will:+13)

Borgol says, "We will blindfold you now for everyone's protection. And then, we have some questions. Answer honestly, and we'll be more than happy to let you enjoy the rest of your life."

He waits a moment to ensure that she understood - or preferably answers - before he steps behind the medusa to bind her eyes. He then steps away, "Don't make a move to remove that. I would hate for there to be an accident."

He sighs, "Now, then, we'd like you to tell us about everyone you know in this place - where we're likely to find them and what their habits are. And, don't forget to include any surprises like your little traps."


"I don't know a whole lot," the medusas admit. "My sisters and I were only recently recruited to guard this place. The Cult of the Peacock Spirit found us in Kaer Maga and offered wealth, power, and an eventual strike against the weak of the world. You are the first intruders we've had to fight--our bad luck you are so strong!

"My other two sisters are stationed at guard towers about a quarter mile up the river. The towers are attached to a small prison complex, and a powerful six-armed fiend is the warden. Beyond that lies the rest of the valley, and in the middle of the lake, the Peacock Spirit's temple. But I no not of the guardians or traps that protect it."


Skills:
Bluff +13, Diplomacy +23, Disable Device +20, Perc. +23, Perform (Oratory) +21 (Sing) +17, Profession (librarian) +19, Sense Motive +1, Spellcraft +22, Stealth +10, Use Magic Device +20
Knowledge Skills:
All +17
Bard (13) HP 81/81 | AC 17 TC 12 FF 16 | Init +7 | Percep +23, Motive +1 | 20ft Speed | +8 CMB | CMD 19, FF 17 | Fort +7, Ref +10, Will +10 (+11 v illusion); (+4 v magic traps, lang. dep., writing)| 1: 5/7, 2: 4/6, 3: 4/5, 4: 4/4, 5: 0/1; Perf: 35/38

"Is there a password that would get us by your sisters?"

Flik carefully considers the magical options for bypassing the guards as he waits for an answer.


Male Human Ranger (Skirmisher/Divine Tracker/Infiltrator) 4/Cleric 2/Vindicator 7 (HP: 117/117 | AC: 26[33] TC 13 FF 23[30] | Init: +3 | Percept: +19(+22) Motive: +6| 30' speed, fly 60' | CMB: +17 | CMD: 30, FF: 27 | Fort: +15; Ref: +11; Will:+13)

Borgol pauses a moment, "Can you think of a way we could convince your sisters to surrender? No need to cause more bloodshed than we need to."


"There's no password," the medusa says. "As I said, we're only here because of the offers the Peacock followers made us. If you can offer something better, you might be able to convince my sisters to stand down or even abandon their posts. But it would have to be something tangible, and you'd have to be very persuasive."


Male Human Ranger (Skirmisher/Divine Tracker/Infiltrator) 4/Cleric 2/Vindicator 7 (HP: 117/117 | AC: 26[33] TC 13 FF 23[30] | Init: +3 | Percept: +19(+22) Motive: +6| 30' speed, fly 60' | CMB: +17 | CMD: 30, FF: 27 | Fort: +15; Ref: +11; Will:+13)

Borgol growls, "What if we offer of safe passage for themselves and you? Seems preferable to being cut down by annoyed warriors, I would think."


The medusa's hair-snakes hiss as she nods. "Right now, I am inclined to take you up on that offer to spare my life! They may be as well if you can demonstrate just how powerful you are!"


Female Child Human Chronomancer 12 | HP: 62/62 | AC 17 TC 13 FF 15 | Fort: +7, Ref: +9, Will: +10 | Init +4 (forewarned)| Per +15 SM -1 | 30 ft. speed/ 40 ft. fly | +6 CMB | CMD 17 FF 15 | Temporal Pool 6/9 | Telekinetic Fist 9/9 Full Stats, Spells

"Of course you are! We're the greatest!" Maddie boasts, floating by upside-down at approximately eye level. Her eyes are still tightly shut, though.

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