[PF2 / GMGlyn] CotKK - Falcon Hollow

Game Master GHembree

Falcon Hollow - Map
Action symbols ◆ ↺ ◇

Galesong Charsheet (Pathbuilder)


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Grand Lodge

Game map | Icons: ◆◇↺

Squall goes all out on the white skeleton with his shortsword. The first strike hits but does no damage due to slashing resistance. The second part of the twin attack misses. The third strike hits doing a little damage but is mostly resisted still it is enough to overcove the skeleton causing it to crumble to dust. The fourth strike misses the blue skeleton.

Drake uses his magic to hurley rubble at the blue skeleton critically hitting it. All the damage goes through causing it to crumble to pieces.

All the targets are destroyed, but Marguerite is sure she would have hit the skeletons if they were still around.

Combat is over

In the aftermath of the battle, R!Kktik and Drake recover the magic ring from the skeleton in the last cell and confirm that it is magic. For some reason, her skeleton lying in a peaceful posture never became an undead. A pair of mushrooms grow inside her rib cage.

Drake and Squall are injured. You have cleared the surface ruins of all monsters except for a bat swarm you can easily avoid. There is a staircase leading down below the monastery where the kobolds have taken the hunter.

Round 3 A
Munrisk AC18 (24hp)
Squall AC19 (18/28hp)
Skelton blue (-16= -16hp) (dead)
Skelton white (-3-1= -4hp) (dead)
Skelton red (-3-2= -5hp) (dead)
Round 2 B
Djalamora AC18 (30hp)
Drake AC16 (7/22hp) (light)
R!Kktik AC18 (22hp)
Marguerite AC17 (22hp) (light)


Male Ratfolk Alch/2 | AC 18| HP 22/22 | F +6 R +9 W +5 |Perc +5|

R!Kktik tsks in satisfaction, preening his whiskers. "Well, that was fun. Let's get patched up and check out the basement."


Male Human Wizard (Battle Magic; Staff Nexus) 2| HP 19/22| AC 16 (17 w/Shield)| F +4 R +6 W +6 | Perc +4 | Stealth +6 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 0/1 | Spells 1: 1/4 | Active Conditions: N/A | Staff Charges: 1

"R!Kktik, may I see that ring a moment? Perhaps I can ascertain what enchantment is upon it and we may put it to use."

Arcana +8


Male Ratfolk Alch/2 | AC 18| HP 22/22 | F +6 R +9 W +5 |Perc +5|

The ratfolk tosses it over.


M Stormtossed Tengu Bounty Hunter Ranger 2 | HP 28/28 | AC 19 | F +7, R +8, W +6 | Perc +8 (E), low-light vision | Speed 25 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Djala's player is still recovering from the con, but also back at work today, so here are my thoughts on moving things along: I think Djala is our only trained healer? She has Lay on Hands, and can Refocus while Treating Wounds, so 20 minutes gives Squall and Drake each 6 HP plus a Treat Wounds. Depending on how well the RNG likes Drake today, he may need a second LOH after that.

For his part, Squall is eager to check out the basement, but prefers everyone to be at full strength first because this place is dangerous.

Grand Lodge

Game map | Icons: ◆◇↺

Having enjoyed the battle with the bones, R!Kktik recommends some healing before exploring deeper.

Drake takes time to ascertain what the ring is. Over the course of 10 minutes he identifies it as a ring of Torag {link} good for putting out what burns you.

Squall organizes the group’s healing before they head down the stairs.

healing bot:

10min
Djala Lay on hands Drake +6hp
Treat wounds DC15 on Drake: 1d20 + 4 ⇒ (18) + 4 = 22 heals: 2d8 ⇒ (2, 1) = 3
10min
Djala Lay on hands Drake +6hp
Treat wounds DC15 on Squall: 1d20 + 4 ⇒ (10) + 4 = 14 heals: 2d8 ⇒ (8, 4) = 12
10min
Djala Lay on hands Squall+6hp
10min
Djala Lay on hands Squall +6hp

With magic light and weapons ready your group ventures below the ruined monastery in the shadow of Droskar’s Crag. The stairs from Graypelt’s den descend more than 20 feet before widening to a 10-foot-square landing. A staircase descends north of this landing, down another 20 feet.

The dungeon’s walls are masonry, and there’s no source of light anywhere except some reflected light through the hallway to the east. Sounds echo strangely in this complex making it nearly impossible to identify or tell their direction. You hear echoing noises of dripping, scurrying, whispering, and skittering, it’s never truly silent herein.

The stairway opens into a large, rectangular chamber, its stone walls covered with intricate carvings of dwarves toiling in mines or over forges. In the center of the chamber stands the bottom half of a broken obsidian obelisk. Crude picks, hammers, and other tools lie scattered around the broken obelisk.

Five kobold warriors struggle to drag a 60-pound chunk of the fallen monument behind them toward the hallway to the west. Upon spotting your group, the kobolds hiss quickly abandoning the chunk of rock as they prepare to attack

Inititiative:

Marguerite Ruysch, Initiative : 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
R!Kktik, Initiative : 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15
Djalamora Vestrilavia, Initiative : 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Squall Blacktail, Initiative : 1d20 + 8 + 1 ⇒ (4) + 8 + 1 = 13
Drake Stormrider, Initiative : 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Munrisk the Unknowable, Initiative : 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Kobolds: 1d20 + 3 ⇒ (14) + 3 = 17

Djala gives a warning as the battle begins.

Djala and Drake can act before the Kobolds

Round 1 A
* Djalamora AC18 (30hp) (exploration - Scout)
* Drake AC16 (22hp) (light)
Kobold red (0= 0hp)
Kobold blue (0= 0hp)
Kobold green (0= 0hp)
Kobold yellow (0= 0hp)
Kobold Orange (0= 0hp)
Round 2 B
Marguerite AC17 (22hp) (light)
R!Kktik AC18 (22hp)
Squall AC19 (28hp) (Exploration - Search)
Munrisk AC18 (24hp) (Exploration - Avoid Notice)


Male Human Wizard (Battle Magic; Staff Nexus) 2| HP 19/22| AC 16 (17 w/Shield)| F +4 R +6 W +6 | Perc +4 | Stealth +6 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 0/1 | Spells 1: 1/4 | Active Conditions: N/A | Staff Charges: 1

Drake slips past his companions next to the ruined obelisk. He directs his staff to a small piece of the rubble, the runes on the staff glowing, and the piece of rubble shot toward the red kobold.

◆Stride
◆◆Telekinetic Projectile: 1d20 + 8 ⇒ (4) + 8 = 122d6 ⇒ (4, 4) = 8
Hero Point: 1d20 + 8 ⇒ (16) + 8 = 24

If it's alright with everyone, I gave Drake the Wand of Breath Fire.

Grand Archive

F Ancient Elf Field Medic Champion 2 (she/her) | HP 30/30 | AC 18 (+1 shield) | Fort +8; Ref +4; Will +6 | Perc +4 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala sighs. "I would hope they would learn that we are mighty without attacking us at every turn." She strides forward and slashes at the orange kobold.

glaive 1: 1d20 + 8 ⇒ (17) + 8 = 25 for slashing, holy: 1d8 + 4 ⇒ (7) + 4 = 11 plus deadly, if relevant: 1d8 ⇒ 2
glaive 2: 1d20 + 8 - 5 ⇒ (11) + 8 - 5 = 14 for slashing, holy: 1d8 + 4 ⇒ (8) + 4 = 12

Fine with Drake taking the wand. Retributive Strike, if possible.

Grand Lodge

Game map | Icons: ◆◇↺

Drake moves next to the ruined obelisk and telekinetically throws pieces of rubble at the red kobold hitting it with a heroic effort to control the magic. The rubble slams into the kobold, killing it in one blow.

Djala strides forward and slashes the Orange kobold. The Glaive cuts deep, ending the kobold’s life as it crumples to the floor. Her second slash misses the yellow kobold.

As two kobolds fall, the remaining ones look unsure about continuing the battle, they begin yelling as they turn to flee down the western hallway vanishing from sight as they turn north at an intersection. You hear their yeps and scrambling feet fall fade as they flee from you.

(If you give chase we will remain in combat. If not we will drop out.)

Everyone can act.

Round 2 A
* Djalamora AC18 (30hp)
* Drake AC16 (22hp) (light)
Kobold red (-8= -8hp) (dead)
Kobold blue (0= 0hp)
Kobold green (0= 0hp)
Kobold yellow (0= 0hp)
Kobold Orange (-8= -8hp) (dead)
Round 2 B
* Marguerite AC17 (22hp) (light)
* R!Kktik AC18 (22hp)
* Squall AC19 (28hp)
* Munrisk AC18 (24hp)


Human Angelkin Human Sorcerer 2 | AC 17 | Speed 25 | ♥️ 22 | Perc/Init 5 | Deception Diplomacy +8 | Acrobatics Thievery +7 | Religion +5 | Society Alcohol Lore +4 | ◆◇↺ | Spells

"Well, I think we should be ready to encounter them again, but, they should be wary of us. Shall we explore further?"


Male Ratfolk Alch/2 | AC 18| HP 22/22 | F +6 R +9 W +5 |Perc +5|

"Stop! They might lead us into a trap. Let's follow them slowly and make sure they won't drop the ceiling on us." Someone with better Perception can Search.


M Stormtossed Tengu Bounty Hunter Ranger 2 | HP 28/28 | AC 19 | F +7, R +8, W +6 | Perc +8 (E), low-light vision | Speed 25 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

"Hmm...pursuin' 'em blindly, or givin' 'em time to raise the alarm? I don't much like either choice." Squall muses aloud, but quietly. "But the latter gives us more time to see the danger comin', too."

The tengu moves into the room, taking careful note of where the kobolds fled, so that he can track them.

Squall will Hunt Prey on one of the fleeing kobolds (let's say Green) and use Track as his exploration activity (at +2 to Survival from Hunt Prey).

Grand Archive

F Ancient Elf Field Medic Champion 2 (she/her) | HP 30/30 | AC 18 (+1 shield) | Fort +8; Ref +4; Will +6 | Perc +4 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala cleans her blade carefully, then checks on the kobolds. (Anything worth grabbing?) "I don't much like them raising the alarm either, but I also don't want to go charging after creatures that see better in the dark than I do."

She stands, keeping a close eye on the passage the reptiloids disappeared down while the rest search for clues.

Perception: 1d20 + 4 ⇒ (20) + 4 = 24 (of course)

Grand Lodge

Game map | Icons: ◆◇↺

Marguerite lets the kobolds flee, suggesting the group explore further.

R!Kktik stops worrying that following the kobolds is a trap.

Squall doesn't like letting them go or following them blindly. He takes note of the green kobold for tracking.

Djala cleans her blade and checks the kobolds. The dead kobolds each have leather armor, a spear, and a sling with 20 bullets. The obsidian monolith in the atrium has been harvested recently by crude tools chipping shards. Despite the stone shards’ reflectiveness, the low quality of the stone renders them worthless.

R!Kktik and Munrisk can read the dwarven devotionals carved into the walls of this room along with the carvings you piece together some of the ancient cult’s prayers.
“...Toil is the only true path to Salvation. Those who will not work shall have their blood boiled in the Dark Furnace for all time... There is no decadent paradise awaiting us after death, as our corrupt ancestors claimed, only industrious labor in Droskar’s Forge awaits the faithful. This great work is its own reward... The unfaithful, they will serve in the end, their blood and bones shall stoke the fires of our industry... The world will burn to the glory of Droskar.”

You can see hallways leading to the north and west. To the east you can see a room with a flickering red glow.

Status:
* Djalamora AC18 (30hp) (light)
* Drake AC16 (22hp) (light)
* Marguerite AC17 (22hp) (light)
* R!Kktik AC18 (22hp)
* Squall AC19 (28hp) (hunt prey G.Kobold)
* Munrisk AC18 (24hp)


Male Human Wizard (Battle Magic; Staff Nexus) 2| HP 19/22| AC 16 (17 w/Shield)| F +4 R +6 W +6 | Perc +4 | Stealth +6 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 0/1 | Spells 1: 1/4 | Active Conditions: N/A | Staff Charges: 1

Drake asks R!Kktik, Munrisk and Squall, "Which way should we go? If we head toward the glow, I think we should probably douse our lights and try to be a little quiet, incase we can get the drop on whomever is in there."


Male Ratfolk Alch/2 | AC 18| HP 22/22 | F +6 R +9 W +5 |Perc +5|

Tik finishes reading the wall and doesn't quite laugh, although he bares his teeth in something like a grin. "Sounds like a party dude, as gods go." Then he turns back to the matter at hand. "Good idea, Drake. Let's check that glow first, but one of us better hang back in case the kobolds return with friends."

Grand Archive

F Ancient Elf Field Medic Champion 2 (she/her) | HP 30/30 | AC 18 (+1 shield) | Fort +8; Ref +4; Will +6 | Perc +4 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

The elf sneers at the prayer to Droskar, but says nothing. I need to come back with some paint...

"I will stay back to prevent the light from causing problems. Would you like me to guard our rear, in case the kobold regain their courage?"

Grand Lodge

Game map | Icons: ◆◇↺

Drake questions which direction to go, suggesting they try to quietly investigate the glow in the next room without lights.

Chuckling at the wall scribblings, R!Kktik agrees with Drake adding that someone should remain on guard.

Djala offers to be a rear guard keeping her light.

Snuffing the light Drake and R!Kktik stealthy steps into the next room. At the center of this large, stone chamber is a deep pit filled with molten slag and sizzling blood that casts a hellish red gleam on the walls. Three narrow chutes open in the ceiling directly above the pit. The air is oppressively hot and thick with ash.

Drake detects magic at work within the chamber.
R!Kktik detects a creature of some type hiding in one of the vent shafts above the pit and gives a warning before it can ambush the group.

With the ambush foiled a rocky worm-like aberration with tentacles and a sharp beak, drops down to confront the intruders hissing at the group as if daring them to attack.

GM checks:

R!Kktik, Stealth:(dex): 1d20 + 7 ⇒ (6) + 7 = 13
Drake Stormrider, Stealth:(dex): 1d20 + 6 ⇒ (4) + 6 = 10
R!Kktik, Perception:(wis): 1d20 + 5 ⇒ (20) + 5 = 25
Drake Stormrider, Perception:(wis): 1d20 + 4 ⇒ (8) + 4 = 12

Initiative
Marguerite Ruysch, Initiative : 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
R!Kktik, Initiative : 1d20 + 5 + 1 ⇒ (15) + 5 + 1 = 21
Djalamora Vestrilavia, Initiative : 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Squall Blacktail, Initiative : 1d20 + 8 + 1 ⇒ (20) + 8 + 1 = 29
Drake Stormrider, Initiative : 1d20 + 4 + 1 ⇒ (7) + 4 + 1 = 12
Munrisk the Unknowable, Initiative : 1d20 + 7 + 1 ⇒ (16) + 7 + 1 = 24
Grick: 1d20 + 10 ⇒ (4) + 10 = 14

Squall, Munrisk, R!Kktik, Marguerite can act before the monster

Round 1 A
* Squall AC19 (28hp) (hunt prey G.Kobold)
* Munrisk AC18 (24hp)
* R!Kktik AC18 (22hp)
* Marguerite AC17 (22hp) (light)
Grick (0= 0hp)
Round 1 B
Drake AC16 (22hp)
Djalamora AC18 (30hp) (light)


Male Ratfolk Alch/2 | AC 18| HP 22/22 | F +6 R +9 W +5 |Perc +5|

"Ah, what is that thing?"

Waiting on an answer before I bomb it.


M Stormtossed Tengu Bounty Hunter Ranger 2 | HP 28/28 | AC 19 | F +7, R +8, W +6 | Perc +8 (E), low-light vision | Speed 25 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall decides to meet the tentacled worm's challenge. He swaps one sword for a hatchet, then advances and hurls the axe straight at the monster's head.

◆ Interact to swap (normal) shortsword for hatchet.
◆ Stride
◆ Strike: hatchet (thrown): 1d20 + 6 ⇒ (20) + 6 = 26; damage (S): 1d6 + 4 ⇒ (2) + 4 = 6


NB Dragonscaled Kobold Scavenger Mastermind Rogue 2 | HP 24/24 | AC 18 | Fort +3; Ref +9; Will +7 | Perc +7 (darkvision, Trapfinder +8) Hero Points: 1/3 | Default Exploration: Track or Avoid Notice | Action Symbols: (◆/◇/↺) | Active Conditions: N/A

Munrisk runs into the room, trying to figure out if they've seen the creature before.

◆ Stride
Recall Knowledge, Occultism: 1d20 + 8 ⇒ (9) + 8 = 17
◆ Strike Bow Attack: 1d20 + 7 ⇒ (4) + 7 = 11
Bow Damage: 1d6 ⇒ 5
Sneak Attack, if applicable: 1d6 ⇒ 6
Deadly, if applicable: 1d10 ⇒ 9


M Stormtossed Tengu Bounty Hunter Ranger 2 | HP 28/28 | AC 19 | F +7, R +8, W +6 | Perc +8 (E), low-light vision | Speed 25 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

I have moved Djala's token closer to the doorway, as it was still on the west side of the initial room instead of following the others to the eastern room. Her player will try to check in sometime tomorrow, to see if it's gotten around to her turn yet by then.


Human Angelkin Human Sorcerer 2 | AC 17 | Speed 25 | ♥️ 22 | Perc/Init 5 | Deception Diplomacy +8 | Acrobatics Thievery +7 | Religion +5 | Society Alcohol Lore +4 | ◆◇↺ | Spells

Marguerite will move into the room, currently forgetting that she volunteered to wait in the other room.

She'll attempt to Daze the critter. Will DC 18 or 1d6 ⇒ 1 mental damage.

Grand Lodge

Game map | Icons: ◆◇↺

R!Kktik asks what the creature is.

Squall swaps to a hatchet and moves forward before throwing the hatchet and hitting the creature with a critical strike leaving a wound, but not as deep as he would have expected. The stony skin resists damage.

Munrisk Joging into the room Munrisk has no idea what the creature is and the arrow they fire bounces off the tough stony skin.

Marguerite moves into the room attacking the critter with mental magic. The creature resists the attack taking only minor damage.

The creature slithers forward biting Squall with its incredible jaws leaving a deep gashing wound. It follows through with a tentacle smash knocking Squall out!

GM rolls:

Grick will vs DC18: 1d20 + 10 ⇒ (9) + 10 = 19
Grick vs Squall
◆Step
Melee jaws: 1d20 + 11 ⇒ (10) + 11 = 21 to hit, Damage: 1d12 + 6 ⇒ (11) + 6 = 17slashing
Melee tentacle w/-4map: 1d20 + 11 - 4 ⇒ (15) + 11 - 4 = 22 (agile) to hit, Damage: 1d8 + 6 ⇒ (6) + 6 = 12 bludgeoning

Munrisk, Marguerite, Drake, and Djala can act. If healed Squall can act

Round 2 A
Squall AC19 (28-17-12= -1 (0)/28hp) (hunt prey G.Kobold)(prone)(dying 1)
* Munrisk AC18 (24hp)
* R!Kktik AC18 (22hp)
* Marguerite AC17 (22hp) (light)
Grick (-7-1= -8hp)
Round 1 B
* Drake AC16 (22hp)
* Djalamora AC18 (30hp) (light)


Male Human Wizard (Battle Magic; Staff Nexus) 2| HP 19/22| AC 16 (17 w/Shield)| F +4 R +6 W +6 | Perc +4 | Stealth +6 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 0/1 | Spells 1: 1/4 | Active Conditions: N/A | Staff Charges: 1

Drake moves into the room behind Squall. He focuses on his staff and a bit of rubble lifts from the ground, shooting at the creature.

◆Stride
◆◆Telekinetic Projectile (Bludgeon): 1d20 + 8 ⇒ (1) + 8 = 92d6 ⇒ (5, 2) = 7


Human Angelkin Human Sorcerer 2 | AC 17 | Speed 25 | ♥️ 22 | Perc/Init 5 | Deception Diplomacy +8 | Acrobatics Thievery +7 | Religion +5 | Society Alcohol Lore +4 | ◆◇↺ | Spells

"Oh, No! Squall!"

◆ Marguerite's halo begins glowing.

◆◆ She will cast a two-action heal on Squall.
1d8 + 8 + 1 ⇒ (4) + 8 + 1 = 13 healing.

Spell slots left: 1, 1, 1


Male Ratfolk Alch/2 | AC 18| HP 22/22 | F +6 R +9 W +5 |Perc +5|

Tik draws a versatile vial and throws it at the creature before retreating.

Bomb attack: 1d20 + 7 ⇒ (2) + 7 = 9

He misses completely.

Grand Lodge

Game map | Icons: ◆◇↺

Drake moves forward using his staff’s magic to fling rubble projectiles at the creature. The deadly missiles miss the mark harmlessly striking the far wall.

Marguerite, concerned for Squall, begins casting magic healing as a glowing halo forms above her head. A few of Squall’s wounds heal with incredible speed as his eyes flutter open as he regains consciousness.

Tik throws an alchemical vial at the creature critically missing it before he retreats.

Squall is conscious lying prone before the monster whose beak-like mouth snaps in anticipation and tentacles swing around wildly.

Squall, Munrisk, and Djala can act.

Round 2 A
* Squall AC19 (0+13= 13/28hp) (hunt prey G.Kobold)(prone)(wounded 1)
* Munrisk AC18 (24hp)
R!Kktik AC18 (22hp)
Marguerite AC17 (22hp) (light)
Grick (-7-1= -8hp)
Round 1 B
Drake AC16 (22hp)
* Djalamora AC18 (30hp) (light)


M Stormtossed Tengu Bounty Hunter Ranger 2 | HP 28/28 | AC 19 | F +7, R +8, W +6 | Perc +8 (E), low-light vision | Speed 25 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall starts to curse in tengu when the monster bites him, but his words are cut short by the blow that topples him.

When Marguerite’s spell revives him, Squall’s eyes widen at the uncomfortably close view of the beast slavering over him. He scrambles to his feet, quickly draws new weapons, and stabs and cuts at the monster.

◆ Stand up
◆ Quick Draw: Interact to draw shortsword and Strike: 1d20 + 7 ⇒ (14) + 7 = 21; damage (P): 1d6 + 4 ⇒ (6) + 4 = 10
◆ Quick Draw: Interact to draw hatchet and Strike, MAP: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9; damage (S): 1d6 + 4 ⇒ (5) + 4 = 9

Grand Lodge

Game map | Icons: ◆◇↺

Opening his eyes to the raging monster above him, Squall scrabbles to his feet, quickly drawing weapons as he attacks the creature. The shortsword strikes the beast, leaving a nasty wound, though not as deeply as you expected, as hits stony hide resist damage. The hatchet misses the creature entirely.

BOT: Munrisk
Having no idea what the creature is, Munrisk ◆ swaps his bow for a Flyssa as they ◆ move to flank the creature and hopefully stab it painfully. The attack hit with the blade, slicing not as deeply as expected due to the stony skin.
Melee Flyssa: 1d20 + 7 ⇒ (15) + 7 = 22 to hit off-guard (Agile, Finesse, Versatile P), Damage: 1d6 ⇒ 3 slashing & sneak attack: 1d6 ⇒ 4

BOT: Djala
Djala ◆ moves into the room, taking up a defensive position behind Squall. She uses the flank to jab the creature with her Glaive. The strike hits, but most of the damage is resisted by the hard stony skin, leaving a light cut. She uses the lay-on-hands to heal more of Squall’s wounds.
glaive 1: 1d20 + 8 ⇒ (12) + 8 = 20 vs off-guard for slashing, holy: 1d8 + 4 ⇒ (2) + 4 = 6 plus deadly, if relevant: 1d8 ⇒ 8

The creature bites at Squall as its tentacles thresh at Munrisk. Amazingly it misses hitting anyone this round!

GM rolls:

Grick vs Squall
Melee jaws: 1d20 + 11 ⇒ (1) + 11 = 12 to hit, Damage: 1d12 + 6 ⇒ (4) + 6 = 10slashing
Grick vs Squall
Melee tentacle w/-4map: 1d20 + 11 - 4 ⇒ (2) + 11 - 4 = 9 (agile) to hit, Damage: 1d8 + 6 ⇒ (8) + 6 = 14 bludgeoning
Melee tentacle w/-8map: 1d20 + 11 - 8 ⇒ (14) + 11 - 8 = 17 (agile) to hit, Damage: 1d8 + 6 ⇒ (2) + 6 = 8 bludgeoning

Everyone can act.

Round 3 A
* Squall AC19 (13+6= 19/28hp) (hunt prey G.Kobold)(wounded 1)
* Munrisk AC18 (24hp)
* R!Kktik AC18 (22hp)
* Marguerite AC17 (22hp) (light)
Grick (-7-1-5-2-1= -16hp)
Round 2 B
* Drake AC16 (22hp)
* Djalamora AC18 (30hp) (light)


Male Human Wizard (Battle Magic; Staff Nexus) 2| HP 19/22| AC 16 (17 w/Shield)| F +4 R +6 W +6 | Perc +4 | Stealth +6 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 0/1 | Spells 1: 1/4 | Active Conditions: N/A | Staff Charges: 1

Drake, seeing his first attempt at hitting the creature miss, focuses himself. The runes on his staff flare as a piece of debris flies at the creature again. He then takes a final moment to focus his will as a bolt shoots from his outstretched hand.

◆◆Telekinetic Projectile: 1d20 + 8 ⇒ (13) + 8 = 212d6 ⇒ (5, 2) = 7
Force Bolt: 1d4 + 1 ⇒ (1) + 1 = 2


M Stormtossed Tengu Bounty Hunter Ranger 2 | HP 28/28 | AC 19 | F +7, R +8, W +6 | Perc +8 (E), low-light vision | Speed 25 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall croaks angrily as he focuses more carefully on his foe, then attacks in a flurry of steel.

◆ Hunt Prey on the tentacled creature.

◆ Twin Takedown (MAP reduced for agile and flurry hunter's edge; if both Strikes hit, apply resistances/weaknesses only once):
shortsword: 1d20 + 7 ⇒ (16) + 7 = 23, damage (versatile S): 1d6 + 4 ⇒ (5) + 4 = 9
hatchet: 1d20 + 7 - 2 ⇒ (8) + 7 - 2 = 13, damage (S): 1d6 + 4 ⇒ (6) + 4 = 10

◆ Strike: shortsword: 1d20 + 7 - 4 ⇒ (2) + 7 - 4 = 5, damage (P): 1d6 + 4 ⇒ (1) + 4 = 5

Grand Archive

F Ancient Elf Field Medic Champion 2 (she/her) | HP 30/30 | AC 18 (+1 shield) | Fort +8; Ref +4; Will +6 | Perc +4 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala stays where she is, hoping to protect her companions a little better this time.

glaive 1 vs. off-guard: 1d20 + 8 ⇒ (18) + 8 = 26 for slashing, holy: 1d8 + 4 ⇒ (6) + 4 = 10 plus deadly, if relevant: 1d8 ⇒ 7
glaive 2 vs. off-guard: 1d20 + 8 - 5 ⇒ (1) + 8 - 5 = 4 for slashing, holy: 1d8 + 4 ⇒ (4) + 4 = 8
glaive 3 vs. off-guard: 1d20 + 8 - 10 ⇒ (8) + 8 - 10 = 6 for slashing, holy: 1d8 + 4 ⇒ (8) + 4 = 12

◆ Slash
◆ Whiff
◆ Whiff
↺ Retributive Strike resist 5


Human Angelkin Human Sorcerer 2 | AC 17 | Speed 25 | ♥️ 22 | Perc/Init 5 | Deception Diplomacy +8 | Acrobatics Thievery +7 | Religion +5 | Society Alcohol Lore +4 | ◆◇↺ | Spells

◆◆ Two-action heal on Squall

Healing: 1d8 + 8 ⇒ (8) + 8 = 16

◆ Marguerite will get out her sling.


Male Ratfolk Alch/2 | AC 18| HP 22/22 | F +6 R +9 W +5 |Perc +5|

Tik readies another versatile vial and watches for anything coming at the party from behind.

Grand Lodge

Game map | Icons: ◆◇↺

Drake focuses as he uses magic to fling Debris at the creature this time hitting it with a solid blow and the full damage from this magical attack seems to get through the stony hide. The wizard’s second attack with a force bolt also does full damage. The creature roars in pain as its tentacles lash about, it is still alive and very angry.

Squall croaks angrily as he hunts the creator as prey and makes a flurry of attacks with his weapons. Only the first strike hits the creature but not all the damage gets through its hide.

Djala slashes the creature with her Glaive hitting it once but again not all the damage makes it through the stony skin. The creature is severely wounded but still alive.

Marguerite uses her divine magic to fully heal Squall’s remaining wounds. She then draws her sling out.

R!Kktik readies another vial as he guards the party’s rear flank.

BOT: Munrisk
Munrisk continues to attack the creature from the flank making it off-guard to him. The Flyssa flashes back an forth making several attacks.

Munrisk’s attacks:

Melee Flyssa: 1d20 + 7 ⇒ (4) + 7 = 11 to hit off-guard (Agile, Finesse, Versatile P), Damage: 1d6 ⇒ 4 slashing & sneak attack: 1d6 ⇒ 1 deadly, if relevant: 1d8 ⇒ 7
Melee Flyssa w/-4map: 1d20 + 7 - 4 ⇒ (13) + 7 - 4 = 16 to hit off-guard (Agile, Finesse, Versatile P), Damage: 1d6 ⇒ 4 slashing & sneak attack: 1d6 ⇒ 1 deadly, if relevant: 1d8 ⇒ 4
Melee Flyssa w/-8map: 1d20 + 7 - 8 ⇒ (11) + 7 - 8 = 10 to hit off-guard (Agile, Finesse, Versatile P), Damage: 1d6 ⇒ 3 slashing & sneak attack: 1d6 ⇒ 4 deadly, if relevant: 1d8 ⇒ 1

The creature severely wounded screechs at the heroes as it fights back bitting at Squall and thrashing it’s tail at Munrisk.

The creature bites at Squall as its tentacles thresh at Munrisk. Amazingly it misses hitting anyone this round!
(Djala uses her reaction to reduce Squall’s wounds and can make a Retributive Strike.)
If she hits the creature it is likely dead (need 6+dam), if not it continues to slam Munrisk with tentacles hitting them once.

GM rolls:

Grick vs Squall
Melee jaws: 1d20 + 11 ⇒ (8) + 11 = 19 to hit, Damage: 1d12 + 6 ⇒ (9) + 6 = 15slashing
Grick vs Munrisk
Melee tentacle w/-4map: 1d20 + 11 - 4 ⇒ (11) + 11 - 4 = 18 (agile) to hit, Damage: 1d8 + 6 ⇒ (5) + 6 = 11 bludgeoning
Melee tentacle w/-8map: 1d20 + 11 - 8 ⇒ (13) + 11 - 8 = 16 (agile) to hit, Damage: 1d8 + 6 ⇒ (1) + 6 = 7 bludgeoning

Everyone can act. Djala gets a retributive strike reaction.

Round 4 A
* Squall AC19 (19+16 >= max; 28-12= 16 /28hp) (hunt prey Grick)(wounded 1)
* Munrisk AC18 (24-11? = 13?/24hp) (damage depends on Djala's reaction strike results)
* R!Kktik AC18 (22hp)
* Marguerite AC17 (22hp) (light)
Grick (-16-7-2-4-5= -34hp)
Round 3 B
* Drake AC16 (22hp)
* Djalamora AC18 (30hp) (light)

Grand Archive

F Ancient Elf Field Medic Champion 2 (she/her) | HP 30/30 | AC 18 (+1 shield) | Fort +8; Ref +4; Will +6 | Perc +4 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala catches a tentacle on the butt of her glaive, shielding Squall from the full fury of the creature, before whipping the glaive around the other direction.

RS glaive: 1d20 + 8 ⇒ (17) + 8 = 25 for slashing, holy: 1d8 + 4 ⇒ (4) + 4 = 8 plus deadly, if relevant: 1d8 ⇒ 8

Grand Lodge

Game map | Icons: ◆◇↺

Djalamora’s retributive Strike ends the monster’s life with one swift strike from her glaive. Even so not all the damage got through the stoney hide it was still enough. Not only did she kill the creature, but she did it before it could cause more harm to Munrisk, just another day’s work for a champion!

Taking a moment to look around and catch your breath the narrow chute opening in the ceiling above the molten slag pit at one time would have breached the surface, but now are choked with centuries of soot.

Investigate forge and vents 10min (Identify Magic DC20 check):
You Can tell the forge is sustained by ancient divine magic that also prevents the smoke from billowing far from this room. That magic needs constant upkeep—something, somewhere, keeps this forge going. (One could try to deactivate the forge by using Thievery, Religion (counter prayers), or destroying it.)

The creature has to treasure or gear. Only Squall is wounded, having been bitten once too often. You still hear the everpresent strange echoing noises from through the dungeon. You lost track of the kobolds.

Combat Over

Status:
Round 4 A
Squall AC19 (16/28hp) (wounded 1)
Munrisk AC18 (24hp)
R!Kktik AC18 (22hp)
Marguerite AC17 (22hp) (light)
Grick (-16-7-2-4-5-3= -37hp) (dead)
Round 3 B
Drake AC16 (22hp)
Djalamora AC18 (30hp) (light)


Human Angelkin Human Sorcerer 2 | AC 17 | Speed 25 | ♥️ 22 | Perc/Init 5 | Deception Diplomacy +8 | Acrobatics Thievery +7 | Religion +5 | Society Alcohol Lore +4 | ◆◇↺ | Spells

Religion: 1d20 + 5 ⇒ (3) + 5 = 8

"That's such a curious forge. I wish I could tell what it is for."


Male Ratfolk Alch/2 | AC 18| HP 22/22 | F +6 R +9 W +5 |Perc +5|

Arcana check to identify: 1d20 + 8 ⇒ (20) + 8 = 28

R!Kktik's whiskers twitch as he studies the forge, muttering to himself. "That's interesting...the smoke is being kept from filling this space by some sort of divine magic. The magic would long since have gone away, but something is maintaining it. I think we could shut it down if we wanted to smoke out the kobolds."

Grand Lodge

Game map | Icons: ◆◇↺

Marguerite is unable to determine what the forge/slag pit’s magic is.

R!Kktik studies the forge, determining that divine magic is keeping the slag pit burning and controlling the smoke. Importantly he believes it is being maintained by some creature or force.

You can try to disable the slag pit with religious prayers, physical attacks, or good old trickery. There is a door to the north and several hallways to choose from to explore deeper as you search for the kidnaped hunter.

Status:
Squall AC19 (16/28hp) (wounded 1)
Munrisk AC18 (24hp)
R!Kktik AC18 (22hp)
Marguerite AC17 (22hp) (light)
Drake AC16 (22hp)
Djalamora AC18 (30hp) (light)


M Stormtossed Tengu Bounty Hunter Ranger 2 | HP 28/28 | AC 19 | F +7, R +8, W +6 | Perc +8 (E), low-light vision | Speed 25 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall lets the others investigate the slag pit more closely, while he sits still to get some more medical attention.

"We should look for those kobolds that ran away from us, before the trail gets too cold," he suggests. "Wherever they went, there will be more of 'em. And that seems our surest way to find that hunter."


Male Human Wizard (Battle Magic; Staff Nexus) 2| HP 19/22| AC 16 (17 w/Shield)| F +4 R +6 W +6 | Perc +4 | Stealth +6 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 0/1 | Spells 1: 1/4 | Active Conditions: N/A | Staff Charges: 1

"I agree Squall. We shouldn't give them too much time to ambush us again. Let's get patched up and we can always investigate this room further after we deal with the immanent threat.", Drake says as he takes a few minutes to focus himself.

Refocus action if we have time, which I think we do while Squall is getting patched up.

Grand Lodge

Game map | Icons: ◆◇↺

Status: 11:10am

It takes about 20 minutes for Squall to be patched up using Djala’s healing hand. During that time Drake refocused his magical energy and the group discussed tracking down the kobolds before they could ambush the group again.

Leaving the pit room, the group starts tracking the trail of the kobolds that fled earlier. It leads down the hall turning north past two doors and a nest of bloodsuckers.

After the group quickly dispatches the pest, they hear from ahead a kobold shouting ” You yellow-scaled guard charge in there and capture the escaped prisoner ALIVE or King Merlokrep will have your hide!”

As your group stealthy moves up you see the unfortunate kobold guard cautiously move forward stepping over a dead comrade impaled with kitchen implements as he makes his way to the kitchen nook.

You hear an exhausted inspiring voice sing out in common ” You’ll run out of guards before I run out of cuttery!” followed by words of magic. The unlucky kobold yells out in pain as he stumbles back collapsing to the floor with an assortment of spoons and forks protruding from his dead body! The remaining kobolds whimper as they crouch behind the upturned tables and benches. Three of the kobolds look like the ones that fled earlier.

inititive:

Marguerite Ruysch, Initiative : 1d20 + 5 + 1 ⇒ (19) + 5 + 1 = 25
Squall Blacktail, Initiative : 1d20 + 8 + 1 ⇒ (7) + 8 + 1 = 16
R!Kktik, Initiative : 1d20 + 5 + 1 ⇒ (5) + 5 + 1 = 11
Munrisk the Unknowable, Initiative : 1d20 + 7 + 1 ⇒ (4) + 7 + 1 = 12
Djalamora Vestrilavia, Initiative : 1d20 + 4 + 1 ⇒ (15) + 4 + 1 = 20
Drake Stormrider, Initiative : 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22
Kobolds w/-2 distraction : 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14

Marguerite, Drake, Djala, and Squall can act before the kobolds.

Round 1 A
* Marguerite AC17 (22hp) (light)
* Drake AC16 (22hp)
* Djalamora AC18 (30hp) (light)
* Squall AC19 (28hp)
Kobold White (0= 0hp)
Kobold blue (0= 0hp)
Kobold green (0= 0hp)
Kobold yellow (0= 0hp)
Kobold Orange (0= 0hp)
Kobold black (0= 0hp)
Kobold Purple (0= 0hp)
Round 1 B
Munrisk AC18 (24hp)
R!Kktik AC18 (22hp)


M Stormtossed Tengu Bounty Hunter Ranger 2 | HP 28/28 | AC 19 | F +7, R +8, W +6 | Perc +8 (E), low-light vision | Speed 25 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall swaps one shortsword for a bola, moves forward, then throws the bola at the nearest kobold. He’s simply trying to knock it out, not do anything fancy.

◆ Interact to swap shortsword for bola
◆ Stride
◆ Strike vs. Green (at -2 for range): bola: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17, damage (nonlethal B): 1d6 + 4 ⇒ (6) + 4 = 10


Human Angelkin Human Sorcerer 2 | AC 17 | Speed 25 | ♥️ 22 | Perc/Init 5 | Deception Diplomacy +8 | Acrobatics Thievery +7 | Religion +5 | Society Alcohol Lore +4 | ◆◇↺ | Spells

◆ Marguerite will stride forward (but still behind Squall).

"Don't be a jerk!" she shouts.

◆◆ She will cast Daze on Green. DC 18 Basic Will Save for: 1d6 ⇒ 4 mental damage


Male Human Wizard (Battle Magic; Staff Nexus) 2| HP 19/22| AC 16 (17 w/Shield)| F +4 R +6 W +6 | Perc +4 | Stealth +6 | ◆ ↺ ◇ Speed 25 | Hero 0/3 | Focus 0/1 | Spells 1: 1/4 | Active Conditions: N/A | Staff Charges: 1

Drake slides up the hallway near Squall and Marguerite. He mutters a spell and a pale blue rune flashes and his body briefly shimmers with power as a mystical armor engulfs him.

◆Stride
◆◆Mystic Armor AC 17

Grand Archive

F Ancient Elf Field Medic Champion 2 (she/her) | HP 30/30 | AC 18 (+1 shield) | Fort +8; Ref +4; Will +6 | Perc +4 (low-light) | Spells: Focus 2/2 | Hero Pts: 1/3 | Campaign Coin: 1/1 | Default exploration: Scout | Action Symbols: (◆/◇/↺) | Active Conditions: sanctified

Djala strides forward, aiming to put herself between the kobolds and whoever is attacking them. "I hope you are friendly to all good folk. In the name of The Eternal Rose, I greet you," she says to the nook, pausing to slash at the green kobold.

glaive: 1d20 + 8 ⇒ (6) + 8 = 14 for slashing, holy: 1d8 + 4 ⇒ (6) + 4 = 10

If the kobold is down before she gets there, she will continue moving forward and into the nook, then face the kobolds.

Grand Lodge

Game map | Icons: ◆◇↺

Squall swaps weapons pulling out a bola as he moves forward and throws it at the closest kobold some 40ft away. The weighted stones smack the kobold hard, knocking it out cold!
The green kobold collapses unconscious.

Marguerite shouts at someone for being a Jerk as she moves up behind Squall. She makes sure it is knocked out by giving it a splitting headache.

Drake slides up next to Squall using his magic to create mystical armor to protect his body.

Djala strides forward stepping over the unconscious kobold putting herself between the kobolds and the unknown person as she calls out a friendly greeting.

She sees a sweaty, emaciated moon-faced halfling with eyes wide in surprise. His once debonair, brocaded, green velvet doublet and silk leggings are torn and grimy. His splintered lute hangs on a strap at his side. The halfling cheerfully responds ” By the gods! If ever there was an angel sent to aid me in my time of need you are that! I am Edgrin Galesong, I had lost all hope of rescue, but here you are!”

The nook that Galesong has taken cover in was once a well-appointed kitchen but has long suffered from neglect. Shelves covered in broken stone and other refuse line the walls. Across the room, an old, rusty cauldron rests in the ashes of an ancient fire.

The white kobold stammers as he sees your group, ” What! Intruders have invaded! Kobolds attack NOW!”

Two kobolds (Purple & Blue) move to block the entrance, letting loose sling stones at Squall and Drake. A stone hits Squall doing minimal damage and one misses Drake. Both kobolds swap weapons for a spear ready to charge.

Two other kobolds (Orange & Yellow) fling sling stones at Djala reload and repeat. Two stones pelted Djala doing a little damage and two misses.

The black kobold charges forward with his spear stabbing at Djala but missing.

The white kobold leader strides forward stopping 10ft from Djala. He has an odd weapon resembling a weighted claw on a chain. He swings it around and flings it at Djala, lucky the flying talon misses her this time.

GM rolls:

Purple vs Squall
◆Stride
Ranged sling: 1d20 + 5 ⇒ (17) + 5 = 22 to hit (propulsive, range increment 50 feet, reload 1), Damage: 1d4 ⇒ 1 bludgeoning
◆Swap weapon Spear

Blue vs Drake
◆Stride
Ranged sling: 1d20 + 5 ⇒ (9) + 5 = 14 to hit (propulsive, range increment 50 feet, reload 1), Damage: 1d4 ⇒ 4 bludgeoning
◆Swap weapon Spear

Orange vs Djala
Ranged sling: 1d20 + 5 ⇒ (13) + 5 = 18 to hit (propulsive, range increment 50 feet, reload 1), Damage: 1d4 ⇒ 1 bludgeoning
◆ reload
Ranged sling w/-5: 1d20 + 5 - 5 ⇒ (19) + 5 - 5 = 19 to hit (propulsive, range increment 50 feet, reload 1), Damage: 1d4 ⇒ 3 bludgeoning

Yellow vs Djala
Ranged sling: 1d20 + 5 ⇒ (4) + 5 = 9 to hit (propulsive, range increment 50 feet, reload 1), Damage: 1d4 ⇒ 3 bludgeoning
◆ reload
Ranged sling w/-5: 1d20 + 5 - 5 ⇒ (16) + 5 - 5 = 16 to hit (propulsive, range increment 50 feet, reload 1), Damage: 1d4 ⇒ 3 bludgeoning

Black vs Djala
◆ Stride
◆ Stride
Melee spear: 1d20 + 3 ⇒ (6) + 3 = 9 to hit, Damage: 1d6 + 1 ⇒ (5) + 1 = 6 piercing

White kobold YGRIK vs Djala
◆ Stride
◆ Stride
Ranged flying talon: 1d20 + 11 ⇒ (5) + 11 = 16 to hit (ranged trip, tethered, thrown 10
feet); Damage: 1d4 + 3 ⇒ (4) + 3 = 7 piercing

Edgrin Galesong grins as he yells out inspiring words ” I hope you have friends 'cause there are a lot of kobolds out there and they need knocking down!” He uses magic to send some plates and saucers flying at the black kobold smashing into him. He topples over dead.

Rolls:

Galesong vs black
Courageous Anthem +1 status to attacks, damage, and fear saves.
Telekinetic Projectile w/+1bard: 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25 to hit, damage w/+1bard: 2d6 + 1 ⇒ (5, 3) + 1 = 9

Everyone can act. (+1 Inspire courage to hit, dam, & vs fear)

Round 2 A
* Marguerite AC17 (22hp) (light)
* Drake AC16(17) (22hp) (Mystic Armor)
* Djalamora AC18 (30-1-3= 26/30hp) (light)
* Squall AC19 (28-1 = 27/28hp)
Kobold White (0= 0hp)
Kobold blue (0= 0hp)
Kobold green (-10-4= -14hp) (prone)(uncousious)
Kobold yellow (0= 0hp)
Kobold Orange (0= 0hp)
Kobold black (-9= -9hp) (dead)
Kobold Purple (0= 0hp)
Round 1 B
* Munrisk AC18 (24hp)
* R!Kktik AC18 (22hp)
Galesong (0= 0hp) (Inspire Courge +1 to hit, dam, vs fear)


M Stormtossed Tengu Bounty Hunter Ranger 2 | HP 28/28 | AC 19 | F +7, R +8, W +6 | Perc +8 (E), low-light vision | Speed 25 | Active Conditions: none | Default exploration: Track (if any) or Search | Action Symbols: (◆/◇/↺)

Squall rushes forward to engage the nearest kobolds. He then draws a second blade and stabs with it, all as one swift motion.

◆ Stride
◆ Stride
◆ Quick Draw: Interact to draw shortsword, then Strike vs. Purple: shortsword: 1d20 + 7 ⇒ (10) + 7 = 17, damage (P): 1d6 + 4 ⇒ (5) + 4 = 9

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