GM supervillan's 4-26 The Waking Rune [Gameday XII] (Inactive)

Game Master supervillan

Maps and Slides


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Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

”Hey, wait for me,” Pai calls out as she begins flying towards the others to the left of the map.

If you could move Pai towards the others, GM, that would be spiffy. Thanks!

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

"Oh hey THERE HE IS!" Pai S. shouts, and promptly blasts him with electric energy.

Electric blast vs. Touch AC, Thundering Infusion, : 1d20 + 19 + 3 ⇒ (17) + 19 + 3 = 39
Electric damage: 5d6 + 11 + 5 ⇒ (1, 5, 4, 4, 4) + 11 + 5 = 34
Spell Resistance, if applicable: 1d20 + 13 ⇒ (16) + 13 = 29
Includes Thundering Infusion and Elemental Overflow. The Burn for Thundering Infusion is mitigated by Infusion Specialization (so she takes no Burn).

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

"We've found him! Careful, he's casting something!"

Any chance Teric can try to recognize the spell?


The Waking Rune

I don't think you have the speed to reach a point where you still have a standard action to attack, Pai S, even with 60' fly speed.

I'll put the Spellcraft check up when I post an update later Teric.

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

Oops. Lost track of things. Let's save that roll for next round. It'll zap the spot where he was if he disappears before then.


The Waking Rune

Easy done Pai S especially in a fight like this with a mobile opponent.

gm screen:
1d3 ⇒ 31d20 ⇒ 3

With an effort of will, the runelord completes his spell...

spellcraft DC23:
Empowered Summon Monster VI

...a mass of vaguely humanoid shadow seems to boil up out of the ground, and Krune laughs. "તમને જે મળે તે બધાને મારી નાખો."

Abyssal:
"Kill everyone you find."

Knowledge (Planes) DC17:
Krune has summoned a pack of Shadow Demons, incorporeal chaotic evil outsiders.

DC22

Spoiler:
Shadow Demons are hard to kill - as well as being incorporeal (and thus suffering only half damage from corporeal sources unless Force or Ghost Touch attacks are applied) they resist weapons that are neither cold iron nor good, and resist spells. They resist fire and acid attacks.

DC27

Spoiler:
Shadow Demons are immune to cold, lightning and poison.

DC32

Spoiler:
Shadow Demons are creatures of darkness and flee from bright light.

DC37

Spoiler:
A Shadow Demon is capable of numerous magical attacks, including Shadow Conjuration, Shadow Evocation, and Fear. Perhaps their most dangerous attack is the ability to possess living creatures, akin to a Magic Jar spell but needing no soul receptacle.

gm screen:
bws: 4d7 ⇒ (1, 3, 7, 1) = 12

The four shadows immediately obey the master summoner, hurling elemental attacks...

magenta: 10d6 ⇒ (2, 6, 2, 6, 3, 5, 6, 5, 5, 6) = 46 line acid damage
green: 10d6 ⇒ (6, 1, 1, 1, 1, 1, 6, 1, 2, 1) = 21 cone acid damage
yellow: 10d6 ⇒ (4, 5, 5, 3, 4, 3, 1, 4, 4, 3) = 36 line acid damage
red: 10d6 ⇒ (3, 5, 1, 4, 1, 6, 3, 4, 5, 6) = 38 line acid damage

spellcraft DC20:
Each creature casts a Shadow Evocation SLA mimicking Dragon's Breath. I randomised the breath weapons and somehow all are acid, albeit that is the most common attack form from Dragon's Breath.

Pai S and Teric you each need to roll 8 saves. In order, a Will and then a Reflex against each of the 4 attacks. DC is 19 for all saves. For each attack if you pass a Will save you take 20% damage, if you pass a Reflex you take 50% damage, if you pass both you take 10% damage. Pai S you get +2 to these saves, because you're a gnome ;)

A torrent of corrosive liquid drenches Teric and Pai S. The four shadows then fade away, as if they were never there.

Teric:
If you're still alive, you see them. They've floated 5' off the ground but they're otherwise where they were. They're hidden in the darkness but your See Invisibility spell is enough to locate them.

Round 4

Mykel, -4hp
Pai K, -15hp
Pai S, -3hp, saves needed
Runelord Krune, hp tracked off screen
Quiella, -16hp + Turin, -2hp
Hamish, -2hp
Teric, saves needed

Active conditions: Slowing mist (Will DC17); Obscuring Mist (yellow)

party buffs:

Hamish: longstrider, soothe syrup, alchemical grease, daylight
Teric: defending bone 48hp, mage armour, see invisibility, endure elements, fly, prot. evil, obscuring mist
Pai S: elemental overflow, enveloping winds, shroud of water
Pai K: overland flight, mage armour
Mykel: protection from evil
Quiella: life link (Turin, Pai S, Mykel, Hamish), life pacts (Pai S, Mykel, Hamish), shield of faith

all: communal resist fire 30, inspire courage, good hope

Note that at present only Hamish and Teric have light sources active. (Quiella and Tùrin have darkvision).

Pausing for Saving Throws since PCs might die and it will affect Krune's next action.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Holy crap...
Will Save vs Magenta (GH, PvE): 1d20 + 10 + 2 + 2 ⇒ (10) + 10 + 2 + 2 = 24 Save->20%
Reflex Save vs Magenta (GH, PvE): 1d20 + 6 + 2 + 2 ⇒ (6) + 6 + 2 + 2 = 16 Fail->20%

Will Save vs Green (GH, PvE): 1d20 + 10 + 2 + 2 ⇒ (2) + 10 + 2 + 2 = 16 Fail->100%
Reflex Save vs Green (GH, PvE): 1d20 + 6 + 2 + 2 ⇒ (8) + 6 + 2 + 2 = 18 Fail->100%

Will Save vs Yellow (GH, PvE): 1d20 + 10 + 2 + 2 ⇒ (19) + 10 + 2 + 2 = 33 Save->20%
Reflex Save vs Yellow (GH, PvE): 1d20 + 6 + 2 + 2 ⇒ (20) + 6 + 2 + 2 = 30 Save->10%

Will Save vs Red (GH, PvE): 1d20 + 10 + 2 + 2 ⇒ (19) + 10 + 2 + 2 = 33 Save->20%
Reflex Save vs Red (GH, PvE): 1d20 + 6 + 2 + 2 ⇒ (15) + 6 + 2 + 2 = 25 Save->10%

Kn, Planes (GH): 1d20 + 8 + 2 ⇒ (16) + 8 + 2 = 26
Spellcraft (GH): 1d20 + 10 + 2 ⇒ (3) + 10 + 2 = 15

The Trade Prince screams in pain as he's hit. "Shadow Demons! Acid!"

Feel free to open the DC22 Kn Planes spoiler. I just didn't think Teric would be giving an eloquent explanation at this point.


The Waking Rune

Protection from Evil gives a Resistance bonus to saves that doesn't stack with your cloak Teric, though it doesn't look like it's made a difference on this occasion.

Teric takes a total of 36 damage. Waiting on Pai Shecks saves.

Teric wrote:
Holy crap...

Krune getting real now.

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

"What the--AAAUUUGGGHHHH!" Pai screams as a whole lotta bad stuff happens to her.

GM wrote:
For each attack if you pass a Will save you take 20% damage, if you pass a Reflex you take 50% damage, if you pass both you take 10% damage.

Will DC 19 vs 46 damage: 1d20 + 6 + 2 ⇒ (4) + 6 + 2 = 12

Reflex DC 19 vs 46 damage: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
50% damage = 23

Will DC 19 vs 21 damage: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Reflex DC 19 vs 21 damage: 1d20 + 14 + 2 ⇒ (9) + 14 + 2 = 25
10% damage = 2

Will DC 19 vs 36 damage: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Reflex DC 19 vs 36 damage: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
50% damage = 18

Will DC 19 vs 38 damage: 1d20 + 6 + 2 ⇒ (17) + 6 + 2 = 25
Reflex DC 19 vs 38 damage: 1d20 + 14 + 2 ⇒ (5) + 14 + 2 = 21
10% damage = 4

If my calculations are correct, that's:
Total damage: 23 + 2 + 18 + 4 = 47

"You jerk!" She shrieks at Krune.


The Waking Rune

Just 3 damage off that last blast Pai. Always round down is the general rule.

The dragon-tooth spear pulses with eldritch power, and Pai S and Teric feel their limbs stiffen. DC16 Will save vs Slow.

Runelord Krune glares up at the intruders in his sanctum, clearly annoyed that his minions' attacks have yet failed to destroy them.

"Εσύ. Φέρνετε το σημάδι της Θεάς. Αλλά δεν υπηρετείτε. Πρέπει να μάθετε την υπακοή."

Thassilonian:
"You. You bear the mark of the Goddess. But you do not serve. You must learn obedience."

Krune's gaze lingers on Teric and the trade prince feels intense pain as his Sihedron brand shifts under his skin, attacking him from the inside.

Teric attempt a DC25 Will save against a Curse effect.

if you fail:
You suffer a net -4 to Fortitude saves, take 20hp damage, and can no longer gain temporary hp from the Sihedron brand.

Then Krune conjures forth a thick, green-yellow fog that shrouds the ziggurat.

Spellcraft DC20:

Teric and Pai S attempt a DC27 Fort save vs poison. On a fail, take CON damage: 1d4 ⇒ 2; on a success take half that amount.

Teric (if still conscious):
With your sorcerous sight, you see Krune grasp his spear, turn his back on you, and walk briskly straight into the wall to the north. You may attempt the following check if trained:
Knowledge (Arcana) DC27
Spoiler:
Krune's using a Phase Door. He'll have gone through the wall into the next chamber.

Round 4

Shadow demons
Runelord Krune, hp tracked off screen
Quiella, -16hp + Tùrin, -2hp
Hamish, -2hp
Teric, -36hp, Will saves and Fort save needed.

Round 5

Mykel, -4hp
Pai K, -15hp
Pai S, -49hp, Will and Fort save needed

Active conditions: Slowing mist (Will DC17); Obscuring Mist (yellow); Poisonous fog (Green; Fort DC27)

The bold may act!

party buffs:

Hamish: longstrider, soothe syrup, alchemical grease, daylight
Teric: defending bone 48hp, mage armour, see invisibility, endure elements, fly, prot. evil, obscuring mist
Pai S: elemental overflow, enveloping winds, shroud of water
Pai K: overland flight, mage armour
Mykel: protection from evil
Quiella: life link (Turin, Pai S, Mykel, Hamish), life pacts (Pai S, Mykel, Hamish), shield of faith

all: communal resist fire 30, inspire courage, good hope

Note that at present only Hamish and Teric have light sources active. (Quiella and Tùrin have darkvision).

Trying a different tracker format, let me know if it's better for showing who is acting when.

Pai S and Teric please roll saves in the order listed: Will DC16 vs Slow; Teric only: Will DC25 vs Curse; Fort DC27 vs Poison.

Dark Archive

CN Half-Elf Dirge Bard 9 | HP 84 (-0) Temp (+0) | AC: 28, Tch: 15, FF: 24 | Mods: Deathwatch 30ft | CMD 25 (+1 Disarm/Sunder) | F/R/W +7/+11/+7 (Mods on Profile) | Speed 30 | 2 Star Reroll 1/1, Bardic Performance: 22/22 | Spells 1st: 6/6, 2nd: 5/5, 3rd: 4/4 | Perc: +5, SM: +3 | Init: +2

Hamish yells, hoping his other allies, wherever they are, can hear him, ”BAD GUY IN THE PYRAMID ROOM!”

Then bolts inside to try to help his companions. Or at least bring light and inspiring words of comfort as they die.

Single Move, stopping at the edge of the cloud, any roll to ID it as anything but normal fog? 2nd action pending any intel.


The Waking Rune

Knowledge (arcana) DC25, green fog:
This is a Cloudkill spell.

The green vapours are thick, obscuring all vision beyond 5 feet.

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

DC16 Will save vs Slow: 1d20 + 6 ⇒ (19) + 6 = 25
DC27 Fort save vs poison: 1d20 + 16 ⇒ (5) + 16 = 21
Dang it! And I already used my T-shirt re-roll.

And here's Pai's out-of-order turn from earlier. Subtract 1 from both attack and damage, since her CON score is lowered.

Pai Shecks wrote:

"Oh hey THERE HE IS!" Pai S. shouts, and promptly blasts him with electric energy.

Electric blast vs. Touch AC, Thundering Infusion, : 1d20 + 19 + 3 ⇒ (17) + 19 + 3 = 39
Electric damage: 5d6 + 11 + 5 ⇒ (1, 5, 4, 4, 4) + 11 + 5 = 34
Spell Resistance, if applicable: 1d20 + 13 ⇒ (16) + 13 = 29
Includes Thundering Infusion and Elemental Overflow. The Burn for Thundering Infusion is mitigated by Infusion Specialization (so she takes no Burn).

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Will Save (GH): 1d20 + 10 + 2 ⇒ (19) + 10 + 2 = 31
Will Save (GH): 1d20 + 10 + 2 ⇒ (5) + 10 + 2 = 17
Spellcraft (GH): 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
Fort Save (GH): 1d20 + 9 + 2 - 4 ⇒ (3) + 9 + 2 - 4 = 10

"Cloudkill..." Teric coughs in the mist as he begins to lose consciousness. His Lissalian tattoo grows pitch black and seems to infect the Trade Prince.

Teric is exactly at 0hp, by my calculations. Is he Staggered or since the damage came from Con damage, does that put him unconscious?


The Waking Rune

I believe you're unconscious and dying Teric. All your temp hp was burned off. You were at 36hp damage after the shadow acid attacks. 56hp damage after the rune curse. Then max and current hp reduced by 10hp from 2 CON damage, putting you at -2/54.

Pai Shecks you don't have a target for your blast. You cannot see more than 5' through the fog (and if you could, there would be no visible enemy). You may take alternative actions.

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

She's too stupid to do that. Let's say she fires at the spot where she last saw him, even though she can't see it.

Miss Chance (total concealment; >50 hits): 1d100 ⇒ 76

Dark Archive

CN Half-Elf Dirge Bard 9 | HP 84 (-0) Temp (+0) | AC: 28, Tch: 15, FF: 24 | Mods: Deathwatch 30ft | CMD 25 (+1 Disarm/Sunder) | F/R/W +7/+11/+7 (Mods on Profile) | Speed 30 | 2 Star Reroll 1/1, Bardic Performance: 22/22 | Spells 1st: 6/6, 2nd: 5/5, 3rd: 4/4 | Perc: +5, SM: +3 | Init: +2

Arcana DC 25 + GH: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31

The bard immediately recognizes the threat, ”Cloudkill spell, dense fog that kills weak creatures and slowly poisons others. Holding your breath doesn’t even help. It also moves away from the caster so presumably will come down the hallway. Which means, gotta go through or run away. I’m heading through.”

With that, he ducks into the fog and tries to get to the other side.

Standard Action used to move 40 ft, skirting the edge of the pyramid so he doesn’t get difficult terrain issues. This also means he won’t see Pai S. or Teric.

Fort + GH: 1d20 + 7 + 2 ⇒ (13) + 7 + 2 = 22 for Con: 1d4 ⇒ 1

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6
GM supervillan wrote:
I believe you're unconscious and dying Teric. All your temp hp was burned off. You were at 36hp damage after the shadow acid attacks. 56hp damage after the rune curse. Then max and current hp reduced by 10hp from 2 CON damage, putting you at -2/54.

Of course you're right. For some reason, I was reading that Teric had 56hp. -2 and dying.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Agreed... Mykel says as he grabs a flask of antitoxin from his bandolier and downs it.better safe than sorry...


The Waking Rune

Teric and Pai Shecks' screams are loud enough to be heard even by Quiella and Tùrin at the other end of the complex.

Then Teric succumbs to a combination of Krune's mastery of runes and the deadly fog. He floats slowly down, falling prone at the apex of the ziggurat.

Hamish re-enters the chamber, skirting the bottom of the ziggurat. As he exits the killing fog, and unearthly screeching goes up from unseen creatures.

"આઘહહહ! તેજસ્વી પ્રકાશ! તેજસ્વી પ્રકાશ! ના! તેને મારી નાખો તેને મારી નાખો તેને મારી નાખો!"

Abyssal:
"Aaaaghhh! Bright light! Bright light! Noooo! Kill it kill it kill it!"

Looks like you've double moved Hamish.

Mykel steels himself for the fog's advance with some alchemical assistance.

Pai Shecks blasts from the depths of the fog, but Hamish sees her thunderbolt strike the wall harmlessly. Krune has vanished again.

Round 4

Shadow demons
Runelord Krune, hp tracked off screen
Quiella, -16hp + Tùrin, -2hp
Hamish, -2hp, -1CON
Teric, -56hp, -2CON, prone; dying @-2; stabilisation roll

Round 5

Mykel, -4hp
Pai K, -15hp
Pai S, -59hp, -2CON

Active conditions: Slowing mist (Will DC17); Obscuring Mist (yellow); Poisonous fog (Green; Fort DC27)

The bold may act!

party buffs:

Hamish: longstrider, soothe syrup, alchemical grease, daylight
Teric: defending bone 48hp, mage armour, see invisibility, endure elements, fly, prot. evil, obscuring mist
Pai S: elemental overflow, enveloping winds, shroud of water
Pai K: overland flight, mage armour
Mykel: protection from evil, antitoxin
Quiella: life link (Turin, Pai S, Mykel, Hamish), life pacts (Pai S, Mykel, Hamish), shield of faith

all: communal resist fire 30, inspire courage, good hope

Note that at present only Hamish and Teric have light sources active. (Quiella and Tùrin have darkvision).

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pau double moves towards the voices of her squad, hearing “Pyramid room,” so that’s the direction she moves.

If you’d please love me, GM.


The Waking Rune

Quiella I don't think your life links drop - pretty much the whole complex is only 145' across at the widest point and I think you can measure your 140' max range 'as the crow flies', you don't need to track around corners; you only need line of effect to set up the life link.

Quiellabot heads for the sound of the screaming, and her healing powers soothe Pai Shecks just a little.

There's no sign of the beshadowed demons, nor of the runelord. The lethal fog rolls south down the ziggurat.

CON damage, Teric: 1d4 ⇒ 1
CON damage, Pai Shecks: 1d4 ⇒ 1
CON damage, Pai Kromnite: 1d4 ⇒ 1

You may each attempt a DC27 Fort save for half damage (1 halved is zero).

Teric, you should attempt a stabilisation roll too.

Round 5

Shadow demons
Runelord Krune, hp tracked off screen
Quiella, -21hp + Tùrin, -2hp
Hamish, -2hp, -1CON
Teric, -56hp, -2CON, prone; dying @-2; stabilisation roll

Round 6

Mykel, -4hp
Pai K, -15hp
Pai S, -54hp, -2CON

Active conditions: Slowing mist (Will DC17); Obscuring Mist (yellow); Poisonous fog (Green; Fort DC27)

The bold may act!

party buffs:

Hamish: longstrider, soothe syrup, alchemical grease, daylight
Teric: defending bone 48hp, mage armour, see invisibility, endure elements, fly, prot. evil, obscuring mist
Pai S: elemental overflow, enveloping winds, shroud of water
Pai K: overland flight, mage armour
Mykel: protection from evil, antitoxin
Quiella: life link (Turin, Pai S, Mykel, Hamish), life pacts (Pai S, Mykel, Hamish), shield of faith

all: communal resist fire 30, inspire courage, good hope

Note that at present only Hamish and Teric have light sources active. (Quiella and Tùrin have darkvision).

Dark Archive

CN Half-Elf Dirge Bard 9 | HP 84 (-0) Temp (+0) | AC: 28, Tch: 15, FF: 24 | Mods: Deathwatch 30ft | CMD 25 (+1 Disarm/Sunder) | F/R/W +7/+11/+7 (Mods on Profile) | Speed 30 | 2 Star Reroll 1/1, Bardic Performance: 22/22 | Spells 1st: 6/6, 2nd: 5/5, 3rd: 4/4 | Perc: +5, SM: +3 | Init: +2

Hamish gently sets his nice weapon on the ground (he dropped it, honestly) and pulls out a scroll. Assuming nothing currently invisibly surrounding him attacks while rustling through his pack, he unfurls the scroll and reads the magical inscription.

Eyes glowing pale white he looks around.

Scroll of See Invisibility.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Stabilize: 1d20 - 2 ⇒ (2) - 2 = 0

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

DC27 Fort save: 1d20 + 16 - 2 ⇒ (14) + 16 - 2 = 28

"Phew! Yuck! This stuff is vile!" Pai shrieks as she emerges from the top of the cloud and flies into a corner of the room, looking around for something to blast.

Perception: 1d20 + 15 ⇒ (14) + 15 = 29

"Who made that other stuff go away? Can you make this go away too?" Pai shrieks, begging someone to Dispel Magic. Unfortunately, that someone is unconscious, his body hidden by the scary death fog.

If she sees a bad guy:
As soon as she spots a foe, she blasts it!
Water blast vs. AC: 1d20 + 19 - 1 + 3 ⇒ (4) + 19 - 1 + 3 = 25
Bludgeoning damage: 5d6 + 19 - 1 + 5 ⇒ (3, 2, 1, 2, 4) + 19 - 1 + 5 = 35
Includes penalty for Con damage and Elemental Overflow. If target is within 30', please add 1 to both attack and damage for Point Blank Shot.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

sorry...been having internet issues last day or so...new parts coming tomorrow..hopefully that resolves it..

Mykel darts forward to Teric and grabs a curing potion as he does, hoping his antitoxin guards him against the poison fog.

fort: 1d20 + 8 + 1 + 5 ⇒ (11) + 8 + 1 + 5 = 25

Cover me...I'm going for Teric...

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai moves backwards, not expecting the cloud to continue to engulf her, assuming she can stop retching.

Fort 1d20 + 12 ⇒ (14) + 12 = 26


The Waking Rune

Don't forget Good Hope buffing your Saves by +2 everyone. It has turned Mykel and Pai K's failed Fort saves into successes!

Hamish employs a scroll, but its magic does not reveal any foes.

Quiellabot advances, stopping short of the deadly fog, whilst Pai K retreats out of it as far as she can without getting lost in the dark. Only Hamish and Teric have light sources.

Teric Fort DC27: 1d20 + 9 + 2 - 1 ⇒ (8) + 9 + 2 - 1 = 18

Teric coughs up blood as Mykel enters the fog with a potion in hand.

Pai S exits the killing fog, but finds no bad guys. Hamish is kind of edgy, but probably doesn't deserve blasting.

Pai Kromnite:
Attempt 2 DC19 Will saves. If you fail either one open the nested spoiler. You cannot see the source of the effects.
Spoiler:
You have been possessed by a Shadow Demon. You'll take no action on your turn as the demon controls you and will act on its initiative.

The deadly vapours continue to drift south, down the stairs and into the corridor. The Cloudkill won't go through walls, but it will spread. At present it is in the 5'x10' area right outside the chamber door but not farther up the corridors. I'll redraw the area affected next round.

Mykel, Teric, Quiella and Tùrin attempt DC27 Fort saves vs poison to take half the CON damage listed.

CON damage, Mykel: 1d4 ⇒ 3
CON damage, Teric: 1d4 ⇒ 4
CON damage, Quiella: 1d4 ⇒ 3
CON damage, Tùrin: 1d4 ⇒ 4

Teric you'll need to pass the Fort save AND make a successful Stabilisation roll to survive (barring use of any boons you may have).

There's still no sign of any assailants.

Round 6

Shadow demons
Runelord Krune, hp tracked off screen
Quiella, -26hp + Tùrin, -2hp, Fort saves
Hamish, -2hp, -1CON
Teric, -56hp, -3CON, prone; dying @-3; stabilisation roll + Fort save

Round 7

Mykel, -4hp, Fort save
Pai K, -15hp Will saves
Pai S, -49hp, -2CON

Active conditions: Slowing mist (Will DC17); Obscuring Mist (yellow); Cloudkill (Green; Fort DC27)

The bold may act!

party buffs:

Hamish: longstrider, soothe syrup, alchemical grease, daylight
Teric: defending bone 48hp, mage armour, see invisibility, endure elements, fly, prot. evil, obscuring mist
Pai S: elemental overflow, enveloping winds, shroud of water
Pai K: overland flight, mage armour
Mykel: protection from evil, antitoxin
Quiella: life link (Turin, Pai S, Mykel, Hamish), life pacts (Pai S, Mykel, Hamish), shield of faith

all: communal resist fire 30, inspire courage, good hope

Note that at present only Hamish and Teric have light sources active. (Quiella and Tùrin have darkvision).

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

"Well, this sucks lemons!" Pai S. exclaims. Since there're no baddies in sight, and there's a big ol' cloud of nasty blocking the way, she hangs tight and chugs a potion. "Where'd the baddies go?"

Potion of Cure Serious Wounds: 3d8 + 3 ⇒ (7, 8, 6) + 3 = 24

Dark Archive

CN Half-Elf Dirge Bard 9 | HP 84 (-0) Temp (+0) | AC: 28, Tch: 15, FF: 24 | Mods: Deathwatch 30ft | CMD 25 (+1 Disarm/Sunder) | F/R/W +7/+11/+7 (Mods on Profile) | Speed 30 | 2 Star Reroll 1/1, Bardic Performance: 22/22 | Spells 1st: 6/6, 2nd: 5/5, 3rd: 4/4 | Perc: +5, SM: +3 | Init: +2

The half-elf narrows his eyes, searching the room before replying, "Wish I knew. I sprinted through that fog hoping they were here. Did you all see them? Cause there ain't nothing here, visible or invisible."

He calls out into the fog, "Any other pathfinders out there alive?"

Delaying for a brief moment and waiting to see if anyone responds. Also, GM, can Hamish see Teric and Mykel? They are on the edge of the cloud and at the top of the pyramid so I think that should make them visible, just at a 20% miss chance if attacked or attacking. Let me know, it'll definitely affect his action.

Also, there is like a 'portal' looking thing to the North end of this room. I looked back from when we came in and never saw it in the description. Is it the way we came in? Cause I recall we teleported, sorta. There was a ritual at least. Any clarification there or just a thing on the map?


The Waking Rune

Hamish can see Teric and Mykel, Concealment applies (20%). Mykel is standing over Teric, who is prone.

The northern wall features an iron-tile mosaic arch framing a door-sized area of the wall, though nothing seems to be different about the framed area. (There is no description of this area given, but it was your ingress point and I think it's appropriately described similarly to the arch in the room where you fought the Lashmistress and her minions.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Will save with good hope 1d20 + 13 + 2 ⇒ (11) + 13 + 2 = 26
Will save with good hope 1d20 + 13 + 2 ⇒ (18) + 13 + 2 = 33

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

”Im still alive out here! We should all get away from that yucky fog!”

Pai continues her blind move away from the billowing mist.

Dark Archive

CN Half-Elf Dirge Bard 9 | HP 84 (-0) Temp (+0) | AC: 28, Tch: 15, FF: 24 | Mods: Deathwatch 30ft | CMD 25 (+1 Disarm/Sunder) | F/R/W +7/+11/+7 (Mods on Profile) | Speed 30 | 2 Star Reroll 1/1, Bardic Performance: 22/22 | Spells 1st: 6/6, 2nd: 5/5, 3rd: 4/4 | Perc: +5, SM: +3 | Init: +2

Hamish looks up at some movement near the top of the pyramid, "Oh hi, Mykel. Who's that with yo... well it doesn't matter, they likely need help. On my way!"

He rushes up the side of the pyramid and reaches a glowing hand into the fog, touching the prone Teric's leg.

Move, Cast CMW for 2d8 + 9 ⇒ (3, 1) + 9 = 13 healing on Teric.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Fort Save: 1d20 + 9 + 2 - 1 ⇒ (20) + 9 + 2 - 1 = 30
Stabilize: 1d20 + 2 - 3 ⇒ (1) + 2 - 3 = 0

Since he's at the top of the pyramid, does the cloudkill not roll down enough to get him out of it?


The Waking Rune

The cloudkill does 'sink', but retains coherency; the ceiling is 30' high, the ziggurat is 20' at the apex, and cloudkill has a height of 20'. So there's a gap between the top of the cloudkill and the ceiling of the room on the lower slopes of the ziggurat but not at the apex. The cloudkill also continues to move south.

Just going to double check my maths, but I think sadly it may be too late for Teric even with a successful Fort save this round.

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

maybe not..i have a a scroll or Breath of life...if Hamish can cast it, we're golden...

Dark Archive

CN Half-Elf Dirge Bard 9 | HP 84 (-0) Temp (+0) | AC: 28, Tch: 15, FF: 24 | Mods: Deathwatch 30ft | CMD 25 (+1 Disarm/Sunder) | F/R/W +7/+11/+7 (Mods on Profile) | Speed 30 | 2 Star Reroll 1/1, Bardic Performance: 22/22 | Spells 1st: 6/6, 2nd: 5/5, 3rd: 4/4 | Perc: +5, SM: +3 | Init: +2

That will require a string of UMD checks, so cross your fingers for very high rolls if that is our only option . Is he really dead even before he acts?

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella can cast Breath of Life since it is on the Oracle spell list

I thought for sure the complex was bigger than that.

If Breath of Life isn't a feasible option, GM, how about Paladin's Sacrifice? Quiella has that prepared twice. What would be the repercussions of that? I assume you have the status block up-to-date with life link up to right before Quiella's current turn...

Quiella, fortitude: 1d20 + 16 ⇒ (7) + 16 = 23


Male N animal (reindeer) paladin mount 11 | HP 67 | AC 31 T 16 FF 25 | CMB +10-1, CMD 25 | F: +9, R: +11, W: +6, may reroll 1/day | Init: +5 | Perc: +8, SM: +1, low-light vision, scent | Speed 50ft, snow adaptation (ignore difficult terrain from ice and snow) | Active conditions: None.

Turin, fortitude: 1d20 + 9 ⇒ (1) + 9 = 10

Whelp


The Waking Rune

GM screen:
concealment: 1d100 ⇒ 74

Teric's health:
I double checked and my initial calculation was correct, Teric needed to make his save vs Cloudkill and pass a stabilisation roll to survive - however Hamish reaches him before the stabilisation roll is needed, just in the nick of time!

Calculations: 36hp damage from acid, 20hp damage from curse, 10hp damage (and max hp -10) from 2 CON damage, -1hp failed stabilisation, 10hp damage (and max hp -10) from 2 more CON damage. Put Teric at -13hp and a max of 44hp. He'd die at -14hp (CON damage doesn't affect this).

Life Link has been applied for Round 5 Quiella, but not yet for Round 6.

As the deadly fog continues to plague the pathfinders, Hamish desperately reaches into the mist and heals Teric! The Trade Prince coughs violently and regains consciousness - just.

Mykel Fort DC27: 1d20 + 8 + 1 + 2 ⇒ (9) + 8 + 1 + 2 = 20

Pai S quaffs a potion.

Pai K where do you want to go? If moving in complete darkness you travel at half speed and cannot 5' step.

Round 6

Shadow demons
Runelord Krune, hp tracked off screen
Quiella, -37hp, -3CON, max hp=77 + Tùrin, -20hp, -4CON, max hp=49
Hamish, -2hp, -1CON
Teric, -44hp, -5CON, prone, staggered, disabled, max hp=44

Round 7

Mykel, -14hp, -3CON, max hp=83
Pai K, -15hp
Pai S, -25hp, -2CON

Active conditions: Slowing mist (Will DC17); Obscuring Mist (yellow); Cloudkill (Green; Fort DC27)

The bold may act!

party buffs:

Hamish: longstrider, soothe syrup, alchemical grease, daylight
Teric: defending bone 48hp, mage armour, see invisibility, endure elements, fly, prot. evil, obscuring mist
Pai S: elemental overflow, enveloping winds, shroud of water
Pai K: overland flight, mage armour
Mykel: protection from evil, antitoxin
Quiella: life link (Turin, Pai S, Mykel, Hamish), life pacts (Pai S, Mykel, Hamish), shield of faith

all: communal resist fire 30, inspire courage, good hope

Note that at present only Hamish and Teric have light sources active. (Quiella and Tùrin have darkvision).

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella heals Turin, Pai S, and Mykel via life link, then adjusts her position to channel energy before also healing herself.

Quiella, channel energy, oracle: 2d6 ⇒ (4, 2) = 6 she heals herself an extra 4hp thanks to Fey Foundling

Quiella, lay on hands, favored class, greater mercy, fey foundling: 3d6 + 3 + 1d6 + 8 ⇒ (5, 2, 6) + 3 + (6) + 8 = 30

Grand Lodge

male human swashbuckler(rondelero)8/brawler 1, HP 93/93, F +8(+1 vs poison/disease), R +16, W +8, AC 28, T 20, FF 23 Init +7(+9), Per +14 Panache 6/6

Mukel moves out of the cloud, feeling weaker as he moves.

The Exchange

Human Waves Oracle 1 / Marid Sorcerer 9 [HP 77/64 | AC 11(15)/11/10(14) | F+9 R+6 W+10 | Init +1 Perc +3 SM +12]
Spell tracker:
Oracle 1: 4/5, Sorc 1: 4/8, Sorc 2: 2/8, Sorc 3:6/8, Sorc 4: 5/6

Teric comes to barely, though Quiella's healing helps bring him to his senses. "Krune's gone, probably back to the other room. Watch out for those four Shadow Demons! They're incorporeal and cast shadowy spells! They resist fire and acid themselves along with spells too! But something good-aligned should tear them apart!"

The mage flies up, away from the sinking cloudkill spell and conjures his own mists to hide him.

Casting Obscuring Mist once outside the Cloudkill spell.

I'm assuming Quiella's channel now stops Teric from being staggered and he gets his full turn.

Grand Lodge

Illusionist Wizard 11; AC 14, 18 with Mage Armor; HP 21/81 (+ 0 temp HP); F+12, R +11, W+13; Init+7, Perception +12 +1 on saves vs, Transmutations | +2 on saves vs. Illusions

Pai was put out, angry at herself for not having any independent light sources with the cloud coming towards her. She was going to get beat up one way or the other, so she feels for the wall and moves back down in the most southerly direction she could, knowing she’d have to deal with the effects of the cloud.

Basically move back towards the south GM, as far as she can make it in the darkness.


The Waking Rune

Quiella heals those close-by, but in doing so remains within the confines of the Cloudkill spell. Nevertheless her efforts allow Teric to slide off the ziggurat and into the air, where he hides himself in a less harmful mist.

Mykel emerges from the toxic fog, staggering down the ziggurat.

Outside the chamber, Pai K gropes along the wall to get away from the billowing green cloud of death, preferring to hide in the dark. But what else lies in wait?

The unfortunate illusionist quickly finds out as she is set upon by unseen assailants.

incorporeal claw: 1d20 + 11 + 2 + 2 ⇒ (17) + 11 + 2 + 2 = 32damage: 1d6 ⇒ 1cold damage: 1d6 ⇒ 1
incorporeal claw: 1d20 + 11 + 2 + 2 ⇒ (10) + 11 + 2 + 2 = 25damage: 1d6 ⇒ 2cold damage: 1d6 ⇒ 3
incorporeal bite: 1d20 + 11 + 2 + 2 ⇒ (10) + 11 + 2 + 2 = 25damage: 1d8 ⇒ 8cold damage: 1d6 ⇒ 1

incorporeal claw: 1d20 + 11 + 2 + 2 ⇒ (11) + 11 + 2 + 2 = 26damage: 1d6 ⇒ 3cold damage: 1d6 ⇒ 6
incorporeal claw: 1d20 + 11 + 2 + 2 ⇒ (10) + 11 + 2 + 2 = 25damage: 1d6 ⇒ 1cold damage: 1d6 ⇒ 5
incorporeal bite: 1d20 + 11 + 2 + 2 ⇒ (3) + 11 + 2 + 2 = 18damage: 1d8 ⇒ 1cold damage: 1d6 ⇒ 6

Though her Mage Armour offers some protection, it isn't enough against foes she cannot see. Freezing claws and teeth pass right through her, as malevolent voices taunt her telepathically.

Alone in the dark, little one!

How gracious of you to visit!

Although South is the left-hand edge of the map Pai K, I took you to mean the bottom of the map (East) because you described following the wall and wanting to escape the Cloudkill, which you knew that you would not if you remained up against the southern-most (ie left-most) edge.

Krune does not reveal himself.

Quiella and Tùrin attempt DC27 Fort saves against the Cloudkill, taking half CON damage if you succeed.

CON damage, Quiella: 1d4 ⇒ 4
CON damage, Tùrin: 1d4 ⇒ 1

Round 7

Shadow demons
Runelord Krune, hp tracked off screen
Quiella, -12hp, -3CON, max hp=77 + Tùrin, -9hp, -4CON, max hp=49
Hamish, -2hp, -1CON
Teric, -38hp, -5CON, max hp=44

Round 8

Mykel, -3hp, -3CON, max hp=83
Pai K, -47hp
Pai S, -20hp, -2CON

Active conditions: Slowing mist (Will DC17); Obscuring Mist (yellow); Cloudkill (Green; Fort DC27)

The bold may act!

party buffs:

Hamish: longstrider, soothe syrup, alchemical grease, daylight
Teric: defending bone 48hp, mage armour, see invisibility, endure elements, fly, prot. evil, obscuring mist
Pai S: elemental overflow, enveloping winds, shroud of water
Pai K: overland flight, mage armour
Mykel: protection from evil, antitoxin
Quiella: life link (Turin, Pai S, Mykel, Hamish), life pacts (Pai S, Mykel, Hamish), shield of faith

all: communal resist fire 30, inspire courage, good hope

Note that at present only Hamish and Teric have light sources active. (Quiella and Tùrin have darkvision).

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Quiella's position on the map is incorrect; not sure what happened there. She moved down 5' and then right 10'-15' before channeling. I adjusted her back, but that does not represent any move action this round

Quiella, fortitude: 1d20 + 16 ⇒ (14) + 16 = 30

I'm surprised everyone but Pai K is staying in this room; I thought we'd be going out of here to find Krune. If Quiella is aware of Pai being attacked by the shadows she would probably go after them.

But either way, she's going to cast Lesser Restoration on herself as her standard action this round

Silver Crusade

Female LG Gnome Paladin of Erastil/Life Oracle 7/4 | HP 88 | AC 28 T 13 FF 27 | CMB +14, CMD 26 | F: +16, R: +12, W: +15; +2 vs. illusions, death, and haunts | Init: +1, addtl. +2 vs haunts | Perc: +0, SM: -2, Low-Light Vision, Darkvision, blind past 60 feet, +2 on skill checks to notice a haunt | Speed 15ft | Active conditions: Life Link on 4 of the party. Probably wand of shield for +4 AC.

Turin, fortitude: 1d20 + 9 ⇒ (16) + 9 = 25

Liberty's Edge

Female CG Gnome Kineticist 9 | HP 13/129 | NL dmg: 27 | AC 23*+2, T 17*, FF 17+2 | CMB +6, CMD 20 | Fort +16, Ref +14, Will +6* | Init +7 | Perception +15, Sense Motive +2 | Speed 20ft | Burn: 3/9 | | IB: 0/1 | Active conditions: T-shirt re-roll used, Env. Winds (25% miss chance), Water Shroud

Well, that nasty cloud is blocking the door, so...

"Oh, no! Magic guy!" Pai feels guilty for leaving him hurt like that, but she couldn't see him and was getting hurt by that nasty fart cloud, so she didn't know what to do. Now she does, though. She pulls out her Elixir of Renewal*, the super-special one she's been holding onto since her very first mission, and flies into the not-scary-death-cloud (NOT the scary-death-cloud that's blocking the way out to the halls) to hand it to Teric. It takes her a bit of bumbling around in there to find him, but eventually she does. "Here, dude. Drink up."

Elixir of Renewal:
From the Initiate's Edge boon:
[ ] Elixir of Renewal: You gain a special elixir that you can consume as if it were a potion in order to restore 2d8+5 hit points as well as 1d4 points of one type of ability damage. You can use the potion only once, even if the user is under the effects of alchemical allocation (Pathfinder RPG Advanced Player’s Guide 201) or a similar effect that would allow one to benefit from a potion multiple times. Check the box that precedes this boon when you use this elixir.

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