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After Telka's healing energy washes over him Thran starts to move closer to where the action is as his foot get's stuck behind a loose branch on the floor almost causing him to stumble before moving further along when he get's stuck in a some bush.
"Hang on Alaric. Help is on the way! Gather on the enemy my brethren!"
Free to sustain inspire, followed by a double move through difficult terrain

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Arrow to annoyance, including inspiration: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Arrow damage, including inspiration: 1d8 + 2 + 1 ⇒ (4) + 2 + 1 = 7
Tere puts an arrow into the wyvern.

GM Hawthwile |

@Telka - nope, the bite still missed. But thanks for checking!
Screeching in pain as Telka's starknife and Tere's arrow open more wounds on its already-perforated hide, the wyvern drops the dinosaur-shaped druid once more and flees into the darkness. The sounds of leathery wings flapping fill the air, indicating the creature is still nearby.
Round 4, 5! Bold may act!
Jethro
Tere (-8, Poisoned 4/??, -5 Con, Antitoxin) - please include a Fortitude save in your next post
Wyvern (-37, 15 ft high)
Telka
Banon
Thran
Alaric (-13, Poisoned 2/??) - please include a Fortitude save in your next post
Shredder
Environmental Effects:
- Everywhere is difficult terrain due to thick undergrowth (Alaric may ignore)
- Those without Darkvision can only see as far as Jethro's light spell allows (20 ft from Jethro normal light, 20 ft further dim light - double that for low-light vision)
- Inspire Courage +1
What do you do?

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Banon snatches up his falchion and sets it aright on his belt, muttering in unintelligible irritation at the flighty bastard.

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Jethro moves in the direction of the wyvern and readies to hit it with a magic missile if it comes into view.
magic missile wand: 1d4 + 1 ⇒ (4) + 1 = 5
on my phone so will someone pls move me 3 squares towards the wyvern?

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Fort save, incl. CON damage and antitoxin: 1d20 + 5 - 2 + 5 ⇒ (10) + 5 - 2 + 5 = 18
Tere looses another arrow at the wounded wyvern. I hope Alaric survives this. A sudden irreverent thought crosses his mind. What would we do with Shredder?
Arrow again, incl. inspire: 1d20 + 9 + 1 ⇒ (8) + 9 + 1 = 18
Damage, if applicable, incl. inspire: 1d8 + 2 + 1 ⇒ (1) + 2 + 1 = 4

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Fort save: 1d20 + 6 ⇒ (16) + 6 = 22
The Dino-Druid looks a little better, thanks to the cleric of Desna. He glares at the sky, waiting for the wyvern to come back. His ploy was partially successful, now he and his dinosaur friend must wait. He does consider, for a moment, changing into a giant eagle.
He, and Shredder, wait patiently for the drakes return. boh delay.

GM Hawthwile |

@Jethro - token moved.
As Jethro peers into the darkness, he doesn't see the wyvern anywhere and stands ready to cast his spell. Tere's arrow flies between the creature's legs, but both he and Alaric throw off the effects of the poison as the dinosaur-druid and his dinosaur wait like patient hunters for their prey to return.
Round 4, 5! Bold may act!
Jethro (Readying)
Tere (-8, -5 Con, Antitoxin)
Wyvern (-37, 15 ft high)
Telka
Banon
Thran
Alaric (-13)
Shredder
Environmental Effects:
- Everywhere is difficult terrain due to thick undergrowth (Alaric may ignore)
- Those without Darkvision can only see as far as Jethro's light spell allows (20 ft from Jethro normal light, 20 ft further dim light - double that for low-light vision)
- Inspire Courage +1
What do you do?

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"Do you guys think it's going to come back?"
Thran keeps up a deep throat hum that reverberates through the forest and somehow keeps you inspired enough to continue fighting while he get's a good grip on his falchion as he looks around for where the Wyvern might show up again.
Free to sustain inspire, standard to ready an attack if it comes within reach
Magical slashing damage if hit: 2d4 + 8 + 1 ⇒ (1, 2) + 8 + 1 = 12

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Telkas spiritual weapon continues to attack the wyvern.
Spiritual weapon, rnd 4: 1d20 + 9 ⇒ (13) + 9 = 22
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Cllicking his boots together Telka jogs over to Alaric and casts a simple healing spell on him.
Using agile feet to ignore the difficult terrain. Converting aid to cure moderate wounds on Alaric for 2d8 + 5 ⇒ (5, 7) + 5 = 17 healing.

GM Hawthwile |

Spiritual Weapon ...If the weapon goes beyond the spell range, if it goes out of your sight, or if you are not directing it, the weapon returns to you and hovers.
@Telka - Given that the wyvern is beyond both your 60 ft of darkvision and the 40 ft of light shed by Jethro, I would say that qualifies as the weapon going "out of your sight" and it returns to your side.
Telka's glowing starknife flies past the edge of Jethro's light, then suddenly reverses course as it enters the darkness and zips back to hover next to the cleric who is busy tending to Alaric's wounds. Suddenly, a scream pierces the night and the wyvern swoops down into Jethro's light. The wizard sends a spell hurtling at the creature, but the fresh wound only seems to enrage the beast more as it lashes out with its tail...
Sting, Higher Ground vs AC 10: 1d20 + 9 + 1 ⇒ (18) + 9 + 1 = 28
Piercing damage: 1d4 + 2 ⇒ (3) + 2 = 5
Jethro Fortitude vs Poison: 1d20 + 3 ⇒ (18) + 3 = 21
...and punctures Jethro's shoulder. The wizard steels himself against the poison and ignores the burning sensation as it fades away.
Wyvern is now clearly visible in the light of Jethro's spell.
Round 5, 6! Bold may act!
Jethro (-5)
Tere (-8, -5 Con, Antitoxin)
Wyvern (-42, 5 ft high)
Telka
Banon
Thran
Alaric
Shredder
Environmental Effects:
- Everywhere is difficult terrain due to thick undergrowth (Alaric may ignore)
- Those without Darkvision can only see as far as Jethro's light spell allows (20 ft from Jethro normal light, 20 ft further dim light - double that for low-light vision)
- Inspire Courage +1
What do you do?

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"GET OFFA HIM!" Banon hollers, rushing forward as the falchion slides out of sheath with a singing note. Dropping the bow as he reaches the beast, he makes a wide swing to ward it off.
Falchion, Inspired, Rage: 1d20 + 6 + 1 + 2 ⇒ (4) + 6 + 1 + 2 = 13
Damage, Inspired, Rage: 2d4 + 3 + 1 + 3 ⇒ (1, 2) + 3 + 1 + 3 = 10

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Jethro sends another bolt of force from his wand at the wyvern.
magic missile: 1d4 + 1 ⇒ (2) + 1 = 3

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Fair enough, I wasnt clear where it had gone
Telka redirects his glowing starknife at the creature.
Rnd 5, spirital weapon: 1d20 + 9 ⇒ (3) + 9 = 12
Damage: 1d8 + 1 ⇒ (3) + 1 = 4
After which it will wink out.
He then casts a spell on Shredder and mutters, go get him
Casting fly on Shredder
He then clicks his heels again and steps out of the way.
Agile feet and 5' step to avoid any charge lane issues

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Interesting choice adding fly to Shredder! Now, I'll push him to go fly, if needed.
Alaric moves up and attacks the wyvern!
talon, PA, IC: 1d20 + 8 - 1 + 1 ⇒ (16) + 8 - 1 + 1 = 24 talon, PA: 1d8 + 5 + 2 + 1 ⇒ (8) + 5 + 2 + 1 = 16
Alaric the dino snarls as his talon rips a large wound into the drake.

AC Shredder |

Shredder, not realizing he can fly, runs up to attack the beast next to his now not so wounded dino-companion. He also snarls as he also opens up a large gash on the critter.
talon PA, GMF, IC: 1d20 + 9 - 1 + 1 + 1 + 1 ⇒ (14) + 9 - 1 + 1 + 1 + 1 = 25 S/P PA, GMF: 1d6 + 1 + 2 + 1 + 1 ⇒ (6) + 1 + 2 + 1 + 1 = 11

GM Hawthwile |

Ah! The nerve! The forum ate my post!
Banon's falchion and Telka's starknife both miss the now-desperate wyvern, but Jethro's spell strikes true before a dinosaur again flies out of the darkness! With a swipe of his talon, Alaric cuts open the beast's belly and showers everyone in the vicinity with warm entrails. Shredder is all to happy to make them disappear, but the smell takes longer to dissapate as the Pathfinders collect themselves and make their way back to their campsite.
Out of Combat! Damage report:
Jethro (-5 hp)
Tere (-8 hp, -5 Con)
Go ahead and post any restorative actions you might want to take in your next post.
Under Telka's watchful eye, the rest of the night passes without incident and the Pathfinders awaken to a foggy morning that clears rapidly from the scorching sun. Following the trail onward, they find an ancient valley nestled in the Bandu Hills, well hidden and almost impossible to spot from more than a mile away. Ancient megalithic stones - most of which are toppled and partly buried - ring the border of this deep valley. These stones, long since weathered by time and encrusted with vegetation, serve as the only indication that humanoids hay have at one time settled this region. The tick forest canopy of the valley below hides any sign of civilization - ancient or otherwise - from outside observers. The edge of the valley falls away sharply, its steep surface offering little in the way of an easy decent.
What do you do?

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Survival: 1d20 + 7 ⇒ (20) + 7 = 27
"Easier route down over there." Banon points to the side.

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survival: 1d20 + 13 ⇒ (20) + 13 = 33 ha!
heal for Tere, DC15: 1d20 + 9 ⇒ (8) + 9 = 17
This is the next day so Alaric will back to his normal, human form
Tere will heal 2hp with our 8 hours rest, which we should take before heading out. Can Telka memorize a lesser restoration? Alaric will memorize one as well. In case we find more poison.
Alaric casts lesser restoration on Tere in the morning.
CON healing: 1d4 ⇒ 3 Nice!
"Agreed, Banon." agrees Alaric.

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Jethro hands his wand to one of his more capable comrades and asks them to heal him.
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
Linguistics, diviner's fortune: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Jethro scratches his head at the strange markings. "Can't make heads nor tails, I'm afraid. Anyone else read this?"

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"I'm no tracker...Alaric, do you see any signs of kobolds?"
ETA: Alaric, does long-term care apply over one night of rest?

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Rules state after 8 hrs rest
ALaric takes Tere’s suggestion and checks for tracks
Survival (tracking): 1d20 + 13 ⇒ (19) + 13 = 32

GM Hawthwile |

Botting Telka
Telka tells his companions that the megaliths here call this area the Valley of Broken Blood, and refer to a city within by the name of Ashkurhall. Alaric doesn't find any tracks, but as the Pathfinders descent the hidden switchbacks they discover traces of many humanoids passing through recently.
The trail leads through the jungle, passing through a glade where the dense forestation of the valley jungle thins and opens up enough to reveal the sky through the canopy. Beneath this opening, an ancient ruin consumed by the jungle is barely visible. Vines and leafy foliage encrust toppled blocks of quarried stone, tall grass grows up between derelict paving stones, and squat statues depicting dwarves in heavy armor stand crooked or fractured entirely from the infiltration of twisting roots. Among the more notable features here are the exotic flowers - tall, pitcher-shaped golden blooms with seven petals, the interior of each a deep red. The soothing fragrance of the flowers fills the valley, and motes of pollen drift lazily in the air. In the middle of the clearing lies a human woman.
If the check above made DC 17:
What do you do?

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Perception I: 1d20 + 6 ⇒ (1) + 6 = 7
Knowledge Nature I: 1d20 + 5 ⇒ (19) + 5 = 24
Knowledge Nature II: 1d20 + 5 ⇒ (13) + 5 = 18
Perception II: 1d20 + 6 ⇒ (6) + 6 = 12
"Whoa. I only heard about these things. Carnivorous plants. Try not to breathe the pollen, it'll knock ya out." Banon warns, drawing his falchion as casually as possible.

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Apologies for the delay, marking season is upon me.
The following morning Telka gets up early to make breakfast and to prepares and cast a lesser restoration spell to clear his fatigue. Seeing that Alaric has dealt with most of the con damage he heads over to provide some healing to Tere.
Hold still, that poison did quite a number on you and you dont want to be wandering around the jungle so injured. If you get stuck again by something poisonous it could be the end of you and this place seems to mostly be filled with poisonous stuff. You dont have the constitution of a dwarf.
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
That should get Tere back to full health. I have changed up my prepared spells. I have used one lesser resto on me and I will memorise another just in case
Telka trundles along behind the group the following day, warily watching the sky for more wyvern sign. Well, Desna sends us challenges but none we cannot handle, just about eh missues
As they appraoch the glade he looks about.
Perception: 1d20 + 17 ⇒ (17) + 17 = 34
Oh my, this place looks like a bit of a graveyard and that ppant over there looks dead suspicious. I am sure it is...watching us...somehow. If a plant can do such a thing.

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Perception 20: 1d20 + 11 ⇒ (19) + 11 = 30
Nature 15: 1d20 + 11 ⇒ (16) + 11 = 27
Nature 11: 1d20 + 11 ⇒ (16) + 11 = 27
Perception 25: 1d20 + 11 ⇒ (11) + 11 = 22
"Ok... the woman may just be asleep, but the folks underneath her are long devoured by the xtabays. There are 4 of them, and they have a tendency to put people to sleep with their pollen.
"We should take them out quickly. With fire, if possible. But save the woman as well!"
Alaric casts greater magic fang on Shredder.

GM Hawthwile |

The Pathfinders watch, but the glade stands motionless save for the gently floating specks of pollen dancing in the sunlight.
Xtabays are small, carnivorous plants that put their prey to sleep with soporific pollen before draining the blood from its sleeping body. If forced to defend itself, the plant's stings, while not terribly painful on their own, also carry a nasty acid that burns the wounds inflicted. Xtabays are not particularly vulnerable to fire and are immune to acid due to their own corrosive substances.
Maps have been updated - white circle is the miner.
What do you do?

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Before entering the ruin, Jethro uses his wand of Mage Armor on himself (and offers it to any of his companions that would find it useful).
Perception: 1d20 + 2 ⇒ (9) + 2 = 11
Knowledge (Nature) DC 15: 1d20 + 9 ⇒ (14) + 9 = 23
Knowledge (Nature) DC 12: 1d20 + 9 ⇒ (12) + 9 = 21
Jethro agrees with Banon's warnings about the pollen. "Does anyone have any way to blow the pollen away? If not, I could move up, hope I don't fall asleep, and try to set afire at least some of the creatures with burning hands. What do you think?"

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Thran takes out a rope.
"We could tie this around your waist and pull you back in case you do fall asleep and then smack you around a bit until you wake up"

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Telka glances at Jethro and at the multile plant enemies. I wouldnt suggest that Jethro, lets just try and take them out with ranged attacks. I assume the woman must be stable, she has probably been here a while.
With that he takes out an alchemists fire, I'm ready when the rest of you are...

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"There is the woman under there, though. I will start with an arrow." Tere draws and looses.
Cold iron arrow vs. yellow flower: 1d20 + 9 ⇒ (13) + 9 = 22
Arrow damage, if applicable: 1d8 + 2 ⇒ (5) + 2 = 7

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Jethro nods in agreement and - once again - uses his wand of magic missile (on yellow).
force dmg: 1d4 + 1 ⇒ (4) + 1 = 5

GM Hawthwile |

Sounds like initiating hostilities to me! Since both parties are aware of each other, there is no surprise round.
Banon: 1d20 + 2 ⇒ (11) + 2 = 13
Jethro: 1d20 + 7 ⇒ (13) + 7 = 20
Telka: 1d20 + 7 ⇒ (11) + 7 = 18
Tere: 1d20 + 4 ⇒ (16) + 4 = 20
Thran: 1d20 + 2 ⇒ (11) + 2 = 13
Red: 1d20 + 6 ⇒ (16) + 6 = 22
Xtabays: 1d20 + 1 ⇒ (6) + 1 = 7
As Tere pulls out his bow, the bush springs into action! With a roar like a high wind through tree branches, it changes into a leafy, vaguely-draconic shape (complete with wings) and rushes towards the Pathfinders. It bites at the elf who dares threaten the grove's inhabitants...
Slam, PA vs FF AC 15: 1d20 + 6 - 1 ⇒ (13) + 6 - 1 = 18
Bludgeoning damage: 1d6 + 4 + 2 ⇒ (5) + 4 + 2 = 11
...and while the thing's teeth might be only more leaves, the weight of the blow catches Tere off guard as it slams into his chest.
It's a strange plant monster!
It's a living topiary! Strange plant creatures that survive by assimilating existing vegetation into their form, these monsters can change their shapes into whatever form suits them (though this doesn't usually change how many slam attacks they can make). Being made out of harvested plant material, they are vulnerable to flames.
It's a living topiary! Strange plant creatures that survive by assimilating existing vegetation into their form, these monsters can change their shapes into whatever form suits them (though this doesn't usually change how many slam attacks they can make). Being made out of harvested plant material, they resist damage from weapons that don't cut and slash, but are vulnerable to flames. A few times each day, a living topiary can move through brush or hedges much like a druid using tree stride.
On closer inspection, this topiary looks like it can control those wings well enough to make additional slam attacks...
It's a living topiary! Strange plant creatures that survive by assimilating existing vegetation into their form, these monsters can change their shapes into whatever form suits them (though this doesn't usually change how many slam attacks they can make). Being made out of harvested plant material, they resist damage from weapons that don't cut and slash.
@Tere, Jethro - If you want to keep your same actions and targets, you may use the same rolls. Otherwise, roll again.
Round 1! Bold may act!
Red
Jethro
Tere (-11)
Telka
Alaric
Shredder
Banon
Thran
Blue
Yellow
Green
Purple
What do you do?

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Telka clicks his heels together and then jogs forward, past the strange dragon plant monster.
Using agile feet asuming some of this is difficult terrain. His movement provokes, inentionally. AC24.
As he settles next to Shredder he reaches out and gingerly pats the little doinosaur on the head. Blesses of Desna on you Shredder he mutters.
Using bit of luck on Shredder, he rolls twice for all d20 rolls for the next round.

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"Don't hit that strange plant with something blunt or piercing..just hack like you'd hit any kind of tree and we should do fine"
"Hack, hack, hack, hack away with abandonment!"
thran then steps up next to the things that attacked us while drawing his falchion and waving it around to try to distract it
Start inspire courage, move to set up a possible flank the creature

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"No problem!" Banon acknowledges, crowding in around the topiary to swing his falchion. With a roar, he puts wild abandon into his effort.
Falchion on Topiary, Rage, Inspired: 1d20 + 6 + 2 + 1 ⇒ (19) + 6 + 2 + 1 = 28
Confirm on Topiary: 1d20 + 6 + 2 + 1 ⇒ (10) + 6 + 2 + 1 = 19
Damage on Topiary, Rage, Inspired: 2d4 + 3 + 3 + 1 ⇒ (2, 2) + 3 + 3 + 1 = 11
Crit Damage: 2d4 + 3 + 3 + 1 ⇒ (4, 4) + 3 + 3 + 1 = 15
Dunno if it can be flanked, if so then another +2 to hit and confirm.

GM Hawthwile |

Haha! Thanks for catching that Tere! It does not hit.
Telka, this is not difficult terrain so you can keep that use of Agile Feet.
As Telka moves around the topiary, it swings a massive wing at him...
Slam vs AC 24: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23
Bludgeoning damage: 1d6 + 4 + 2 ⇒ (1) + 4 + 2 = 7
...and if the dwarf were an inch taller, it would have caught him right between the eyes. As he blesses the dinosaur with Desna's luck, the two half-orcs move in tandem and Banon slices off a massive chunk of greenery from the topiary's flank.
Banon, it can be flanked, but not when Tere doesn't threaten it due to holding a bow. The crit confirmed on its own, so no worries here.
Round 1! Bold may act!
Red (-26)
Jethro
Tere
Telka
Alaric
Shredder (Bit of Luck)
Banon
Thran
Blue
Yellow
Green
Purple
Area Effects:
- Inspire Courage +1
What do you do?

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The elf somehow dodges the incoming attack before he's consciously aware of it. With the militant plant distracted by Banon and the others, he drops his bow, draws his sword, and attacks.
Flanking curve blade attack, including inspire: 1d20 + 9 + 2 + 1 ⇒ (4) + 9 + 2 + 1 = 16
Curve blade damage, if applicable, including inspire and sneak attack: 1d10 + 4 + 1 + 2d6 ⇒ (9) + 4 + 1 + (3, 4) = 21

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Alaric draws his scimitar while ordering Shredder to attack the topiary. ”They are vulnerable to fire!”
+1 Scimitar, PA, ic, : 1d20 + 8 - 1 + 1 ⇒ (5) + 8 - 1 + 1 = 13 Magic Slashing, PA: 1d6 + 5 + 2 + 1 ⇒ (5) + 5 + 2 + 1 = 13

AC Shredder |

Shredder moves in, somewhat confused by why he is being told to attack a plant.
talon PA, GMF, IC: 1d20 + 9 - 1 + 1 + 1 ⇒ (12) + 9 - 1 + 1 + 1 = 22 talon PA, GMF, IC: 1d20 + 9 - 1 + 1 + 1 ⇒ (5) + 9 - 1 + 1 + 1 = 15 S/P PA, GMF: 1d6 + 1 + 2 + 1 ⇒ (2) + 1 + 2 + 1 = 6
talon PA, GMF, IC: 1d20 + 9 - 1 + 1 + 1 ⇒ (9) + 9 - 1 + 1 + 1 = 19 talon PA, GMF, IC: 1d20 + 9 - 1 + 1 + 1 ⇒ (17) + 9 - 1 + 1 + 1 = 27 S/P PA, GMF: 1d6 + 1 + 2 + 1 ⇒ (6) + 1 + 2 + 1 = 10
bite PA, GMF, IC: 1d20 + 8 - 1 + 1 + 1 ⇒ (12) + 8 - 1 + 1 + 1 = 21 bite PA, GMF, IC: 1d20 + 8 - 1 + 1 + 1 ⇒ (14) + 8 - 1 + 1 + 1 = 23 S/P/B PA, GMF: 1d4 + 1 + 2 + 1 ⇒ (4) + 1 + 2 + 1 = 8

GM Hawthwile |

With a single fluid motion, Tere chops the topiary's head clean off its body and the shrub-creature collapses to the ground.
Alaric and Shredder can choose different actions.
Round 1! Bold may act!
Red (-47)
Jethro
Tere
Telka
Alaric
Shredder (Bit of Luck)
Banon
Thran
Blue
Yellow
Green
Purple
Area Effects:
- Inspire Courage +1
What do you do?

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Alaric moves up and attacks one of the xtabay.
+1 Scimitar, PA,IC: 1d20 + 8 - 1 + 1 ⇒ (9) + 8 - 1 + 1 = 17 Magic Slashing, PA: 1d6 + 5 + 2 + 1 ⇒ (1) + 5 + 2 + 1 = 9

AC Shredder |

Shredder follows.
talon PA, GMF, IC: 1d20 + 9 - 1 + 1 + 1 ⇒ (15) + 9 - 1 + 1 + 1 = 25
talon PA, GMF, IC: 1d20 + 9 - 1 + 1 + 1 ⇒ (18) + 9 - 1 + 1 + 1 = 28 S/P PA, GMF: 1d6 + 1 + 2 + 1 ⇒ (5) + 1 + 2 + 1 = 9

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For round 1 Jethro will stick with his previously posted action - 5 points of force damage from a magic missile against Yellow.

GM Hawthwile |

Given what excellent gardeners y'all are, I'm redirecting Shredder's attack.
Alaric walks over and cuts one of the xtabays down, while Shredder gleefully tears another of the strange flowers to bits. Jethro's spell crushes part of a third xtabay, but the plant remains animate and creeps forward. On the other side of the unconscious woman, another xtabay also moves slowly closer.
Round 2! Bold may act!
Red (-47)
Jethro
Tere
Telka
Alaric
Shredder
Banon
Thran
Blue
Yellow
Green
Purple
Area Effects:
- Inspire Courage +1
What do you do?