Aldizog's Carrion Crown (PF1)

Game Master Aldizog

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Of the three doors in the east side of the corridor to the north, the northernmost one opens onto a small latrine.

The middle one opens onto ascending stairs.

The southernmost one opens onto descending stairs choked with rubble - large stone blocks and shattered timbers.

Knowledge (Engineering):
Marill: 1d20 + 2 ⇒ (11) + 2 = 13

Perception:
Ismene: 1d20 + 4 ⇒ (10) + 4 = 14
Marill: 1d20 + 5 ⇒ (18) + 5 = 23
Quinn: 1d20 + 1 ⇒ (12) + 1 = 13
Theodore: 1d20 + 4 ⇒ (11) + 4 = 15
Tiff: 1d20 - 2 ⇒ (6) - 2 = 4

Marill realizes that the rubble is not that of a collapsed ceiling, but rather a manually triggered deadfall.

The rubble could be cleared, but it would take several days of work with tools, or possibly magical spells.


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 17/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Theodore frowns at the latrine.
The staff should be reprimanded.

Peering over the heads of both Marill and Quinn, the tall Clergy again frowns at the strewn rubble resting parcariously on the descending stairs.
Anyone familiar with Unseen Servant ritual?

Smiling at the third option, the Roaming Exorcist claps.
Seems Pharasma wants us to ascend.


The stairs lead up to the second level of the prison. These were the more comfortable cells, generally for less nefarious prisoners. The generally-intact ceilings are 12 feet above you; the doors, in worse repair, hang askew from their hinges.

In the area to the south, a guard area is separated from the cellblock by an arc of iron bars. Within sits an old wooden table and a few chairs.

There appear to be cells around the perimeter walls, and perhaps a mess hall in the northeast.

Map


Male Varisian Human L1 Dirge Bard - devoted to Desna

Marill goes checks table and the room, hoping to find some keys.

perception: 1d20 + 5 ⇒ (7) + 5 = 12


M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

Quinn approaches the large gap in the wall, cautiously, to see if he can figure out how it got there, how dangerous it is, what's on the other side, and if it will allow access in or out.

Perception: 1d20 + 1 ⇒ (7) + 1 = 8


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 17/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Theodore looks at the plethora of egress from this chamber with dismay.
The hole in the wall seems the easiest point of inquiry.

He follows Quinn.
Perception : 1d20 + 4 ⇒ (7) + 4 = 11 (+1 Haunts)


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Aha! The party splits up! Marill to the south to the guardpost, while Quinn and Theodore to the northeast to the old mess hall.

Marill is about to open the door to the guardpost when he hears shouts from the north - Quinn and Theodore have encountered something!

Three stirges drop from the ceiling to attack the cavalier and the exorcist.

Initiative:
Ismene: 1d20 + 2 ⇒ (9) + 2 = 11
Marill: 1d20 + 3 ⇒ (8) + 3 = 11
Quinn: 1d20 + 1 ⇒ (8) + 1 = 9
Theodore: 1d20 + 2 ⇒ (2) + 2 = 4
Tiff: 1d20 + 4 ⇒ (13) + 4 = 17
Stirges: 1d20 + 4 ⇒ (3) + 4 = 7

Round 1
Tiff
Ismene
Marill
Quinn

Stirges
Theodore


Male Varisian Human L1 Dirge Bard - devoted to Desna

Marill moves up to the north and then does what ALL bards do.

He BURSTS INTO SONG

"Kill the big bugs. Kill them fast. Kill, kill, kill"

Everybody gets +1 to hit and damage


M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

Spurred into action by the song and the enormous blood-sucking bugs, Quinn swings at the enemies!

"Yes, I think I will!"

Attack, Inspired: 1d20 + 3 + 1 ⇒ (6) + 3 + 1 = 10
Damage. Inspired: 1d8 + 3 + 1 ⇒ (2) + 3 + 1 = 6

Pre-rolling an AoO for the first Stirge to inevitably enter his square
AoO, Inspired: 1d20 + 3 + 1 ⇒ (4) + 3 + 1 = 8
AoO Damage. Inspired: 1d8 + 3 + 1 ⇒ (5) + 3 + 1 = 9


NG Female Human | Wizard 2 | HP 16/16 | AC 14, Touch 14, FF 10 CMD 14 | Fort +2 Ref +4 Will +1 | Init +4 | Perception -2 | Speed 30ft | Conditions:
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Monkey Fish, Magic Missile

Arcana: 1d20 + 7 ⇒ (15) + 7 = 22
Gore: 1d20 + 4 ⇒ (6) + 4 = 10
Piercing: 1d6 ⇒ 1

Tiff rushes forward a pair of serrated horns sprouting from her crown. She tries to headbutt a stirge pointy end first.

"Aedes Vexan giganticus!" she exclaims without explaining further.

AoO?:
Gore: 1d20 + 4 ⇒ (9) + 4 = 13
Piercing: 1d6 ⇒ 1


NG Female Human | Wizard 2 | HP 16/16 | AC 14, Touch 14, FF 10 CMD 14 | Fort +2 Ref +4 Will +1 | Init +4 | Perception -2 | Speed 30ft | Conditions:
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Monkey Fish, Magic Missile

Forgot to include inspire courage in my totals one better all around.


Quinn and Ismene miss the stirges.

Botting Ismene
Wary of catching her allies in the splash (she does not have Precise Bombs yet as best as I can tell), Ismene moves up and punches at a stirge with her spiked gauntlet.

Attack, IC +1: 1d20 + 1 + 1 ⇒ (10) + 1 + 1 = 12
That too is a miss.

The stirges attack!
Black on Theodore vs flat-footed touch AC: 1d20 + 7 ⇒ (1) + 7 = 8 Pharasma is with Theodore and he is able to dodge.

Teal on Quinn: 1d20 + 7 ⇒ (3) + 7 = 10 Quinn evades the stirge's barbed legs.

Red on Quinn: 1d20 + 7 ⇒ (6) + 7 = 13 However, the second stirge does hit his Touch AC, latching on.
Quinn takes 1 point of Constitution damage (no effect yet).
01-10 disease: 1d100 ⇒ 14 Well there's that at least.

Round 1
Theodore

Round 2
Tiff
Ismene
Marill
Quinn (1 Con damage)

Stirges (Red is considered Grappled and AC 12; others are AC 16)


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 17/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Bugs! I can't abide bugs! Get this thing away from me!

Theodore Steps away from the Stirge. The Cleric then pats his sister on the shoulder.
All yours!

Vigor

The Exorcist then begins taking out his bed roll.


NG Female Human | Wizard 2 | HP 16/16 | AC 14, Touch 14, FF 10 CMD 14 | Fort +2 Ref +4 Will +1 | Init +4 | Perception -2 | Speed 30ft | Conditions:
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Monkey Fish, Magic Missile

Gore vs black, courage?: 1d20 + 4 + 1 ⇒ (6) + 4 + 1 = 11 Nope!

Tiff holds her antlers in place but when she ducks her head she loses sight of the terrible insect and misses. She asks, "Hey Quinn? You good over there?"

If Quinn gets attached again I will as an immediate action cast liberating command using Arcane bond.

AoO, if provoked:
Gore, courage?: 1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14 Still nope


M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

"Ahm..." Quinn looks nervously at the giant bug slurping up his blood and back over to Tiff, then sets his jaw and tries to smack the now-constrained thing with his sword.

Longsword+inspire: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Damage: 1d8 + 3 + 1 ⇒ (8) + 3 + 1 = 12

His nerves win out and he retreats a step. "Ah, some help would be appreciated!"


Male Varisian Human L1 Dirge Bard - devoted to Desna

Marill moves up to a stirge and tries to hit it with his starknife
to hit: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 for damage: 1d4 + 4 + 1 ⇒ (2) + 4 + 1 = 7


A hit! Marill stabs the stirge attached to Quinn. Quinn's blood spurts from the stirge's belly as Marill's starknife pierces the beast.

One down!

Ismene is up


Seeing there is little she can do here, without collateral damage, Ismene imbibes her shield extract.

Sorry for delays, still having technical difficulties.


The two remaining stirges continue to attack.
Tiff having stepped in to defend her brother, the stirge tries to make a meal out of her.

Tiff AOO already rolled
Black vs Tiff: 1d20 + 7 ⇒ (6) + 7 = 13

While it is fast enough to dodge Tiff's antlers, she is likewise fast enough to dodge its probiscis.
The other one goes for Quinn...
Quinn AOO: 1d20 + 4 + 1 ⇒ (11) + 4 + 1 = 16
Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7

But he is just fast enough with his sword, thanks to Marill's bardic magic. The stirge falls.

@Marill, I'm assuming you were maintaining Inspire Courage this round. Do keep track because they go by fast at low level.

One left!
Party up!

Round 2
Theodore

Round 3
Tiff
Ismene
Marill
Quinn (1 Con damage)

Stirge


M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

"Much obliged, Mr. Marill! Now this one, look sharp Ismene!"

Quinn steps up and swings at the last bug between himself and Ismene

Attack + Flank: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21 Possibly another +1 if we're still being inspired
Damage: 1d8 + 3 ⇒ (5) + 3 = 8


That will do it! The last stirge falls to the ground.

You do remember the stirge connection to the prison, correct?


Male Varisian Human L1 Dirge Bard - devoted to Desna
GM Aldizog wrote:


[ooc]@Marill, I'm assuming you were maintaining Inspire Courage this round. Do keep track because they go by fast at low level.[/ooc

I am keeping track but I have lingering composition so they don't go TOO quickly


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 17/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Theodore frowns at the sight of the Stirges.
Before he snatched his victims, the Piper taunted his targets with a mournful dirge on his flute. He preferred to paralyze lone victims by dosing their meals with lich dust and then allowed his pet stirges to drink the victims dry of blood.

The Cleric shrugs.
I've got a feeling....


"Well, at least we can be certain we've not been poisoned with lich dust... I think." Ismene adds.


NG Female Human | Wizard 2 | HP 16/16 | AC 14, Touch 14, FF 10 CMD 14 | Fort +2 Ref +4 Will +1 | Init +4 | Perception -2 | Speed 30ft | Conditions:
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Monkey Fish, Magic Missile

Tiff questions, "I think we would know?! How did they even get ahold of the paralytic? Surely there are easier ways."


M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

"I should hope we haven't been. I'm not paralyzed, at least. Oof. I may need to sit for a moment. It's a shame I can't put blood back!"


Quinn does not seem to be paralyzed, nor is he suffering any adverse effects from his minor blood loss.

The Mess Hall
Wooden benches once lined this large hall, but several are now stacked in a jumble and others are overturned in disarray. Weakened by fire, the entire east wall has collapsed away, creating an unintended entryway to a wooden deck beyond. The view of the lake beyond would be beautiful if the silence were not so eerie.

---

Moving on, you continue to explore this upper floor. The room next to the mess hall is an empty privy once used by the guards. Nothing remains in there.

The Western Cellblock
Row upon row of ten-foot-square prison cells line the walls, each separated from the passing hallway by a series of iron bars fitted with a narrow iron door. Skeletons slump in many of the cells, the bones scattered where they lie and coated with a mixed layer of ancient ashes and fresh mold.

The northwest room is a bit different; it is a short hallway leading to a reinforced wood-and-iron door that must lead out to a balcony.

Perception:
Ismene: 1d20 + 4 ⇒ (6) + 4 = 10
Marill: 1d20 + 5 ⇒ (20) + 5 = 25
Quinn: 1d20 + 1 ⇒ (18) + 1 = 19
Theodore: 1d20 + 4 ⇒ (1) + 4 = 5
Tiff: 1d20 - 2 ⇒ (9) - 2 = 7

Initiative:
Ismene: 1d20 + 2 ⇒ (7) + 2 = 9
Marill: 1d20 + 3 ⇒ (10) + 3 = 13
Quinn: 1d20 + 1 ⇒ (13) + 1 = 14
Theodore: 1d20 + 2 ⇒ (1) + 2 = 3
Tiff: 1d20 + 4 ⇒ (15) + 4 = 19

Marill and Quinn hear the faint sound of mournful flute music and the eerie flapping of tiny leathery wings. A haunt is manifesting!

Surprise Round - single move or standard action only (plus swift/free)
Tiff (unaware)
Quinn
Marill

Haunt
Ismene (unaware)
Theodore (unaware)


Male Varisian Human L1 Dirge Bard - devoted to Desna

Can I make a Knowledge religion check as a free action to hopefully learn something?

If not, and hearing flute music, he'll hope that a countersong will be useful

perform sing: 1d20 + 8 ⇒ (12) + 8 = 20

Everybody can take that 20 as their save if, of course, the GM says you can :-)

May Desna protect us!


M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

Quinn hears the flap of leathery wings and feels his stirge-wound itching. He prepares for trouble!

Full defense for AC 22


Excellent idea Marill! Although this is not specifically called out as a sonic effect, it seems beyond obvious to me that Countersong should work here.

Marill begins singing, followed shortly by a disembodied, mournful dirge played on a flute. It is not trying to harmonize with his singing but rather overwhelm his singing and strike fear into your hearts.

As his Perform result is enough to beat the DC, and you could choose to use his result after rolling your saves, everybody successfully saves this round.

The skeletons slumped in their cells begin to stir to the music of the Piper of Illmarsh; although most of them are locked in their cells, some of the cells are open... four skeletons stand and emerge.

Round 1
Tiff
Quinn
Marill

Haunt
Skeletons
Ismene
Theodore


NG Female Human | Wizard 2 | HP 16/16 | AC 14, Touch 14, FF 10 CMD 14 | Fort +2 Ref +4 Will +1 | Init +4 | Perception -2 | Speed 30ft | Conditions:
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Monkey Fish, Magic Missile

Know, religion: 1d20 + 7 ⇒ (10) + 7 = 17

Tiff's mouth grows about twice the normal size and her teeth grow as well, becoming broad. She goes for a femur!

Bite!: 1d20 + 4 ⇒ (12) + 4 = 16
Bludgeoning: 1d6 ⇒ 5

Swift for battleshaping, move to move, and standard for attack.


Tiff crushes one skeleton!

Round 1
Tiff
Quinn
Marill

Haunt
Skeletons
Ismene
Theodore


M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

Quinn moves toward the rattling to protect his companions!

Double Move


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Male Varisian Human L1 Dirge Bard - devoted to Desna

"Praise Desna!! My singing seems to be overcoming the flute music."

Thinking that others are better at killing things, he'll just maintain his countersong

perform: 1d20 + 8 ⇒ (17) + 8 = 25

"Take that foul Flautist!!!!"


@Marill, it's a free action to maintain Bardic Performance once started. Do you want to do anything else? Even Total Defense if you can't see any other options.


The ghostly dirge continues, but Marill's song carries through it.

A skeleton claws at Quinn.
Claw: 1d20 + 2 ⇒ (2) + 2 = 4
Claw: 1d20 + 2 ⇒ (10) + 2 = 12

His armor holds.

Another moves around and attacks Tiff, to no effect.
Claw: 1d20 + 2 ⇒ (2) + 2 = 4

Unable to easily reach any living foes, the last one does nothing of note.

Round 1
Tiff
Quinn
Marill
Haunt
Skeletons
Ismene
Theodore

Round 2
Tiff
Quinn
Marill

For narrating your actions, skeletons are AC 16, 4 HP, DR 5/bludgeoning.


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 17/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Theodore peeks around each corner, sees the dancing skeleton patrol and smiles. He holds aloft his Pharasman holy symbol and Channels!
Channel energy: 1d6 ⇒ 4 DC 14 7/7

Alas, poor Yorick! I knew him, Horatio.


The spectral flute falters briefly as Theodore's holy energy stuns the haunt.

Magenta Skeleton: 1d20 + 2 ⇒ (15) + 2 = 17
Black Skeleton: 1d20 + 2 ⇒ (5) + 2 = 7
Red Skeleton: 1d20 + 2 ⇒ (6) + 2 = 8

Two skeletons are destroyed. One is damaged, but remains.

Round 1
Tiff
Quinn
Marill
Haunt (-4 HP)
Skeleton (-2 HP)
Ismene
Theodore

Round 2
Tiff
Quinn
Marill


Male Varisian Human L1 Dirge Bard - devoted to Desna

I have lingering performance so I'll keep singing
perform: 1d20 + 8 ⇒ (8) + 8 = 16

He'll then move so he has a more or less clean shot at the skeleton and throw his starknife

Throw starknife: 1d20 + 4 ⇒ (2) + 4 = 6 (does NOT include any cover

"Sorry, got distracted by the flautist"


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NG Female Human | Wizard 2 | HP 16/16 | AC 14, Touch 14, FF 10 CMD 14 | Fort +2 Ref +4 Will +1 | Init +4 | Perception -2 | Speed 30ft | Conditions:
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Monkey Fish, Magic Missile

Tiff runs around the cell block yelling, "Flanking position!" Unfortunately she forgets that she needs to actually be a threat for that to be effective.

Double move, I don't flank since I can't draw a weapon. I could battle shape but this is funnier.


M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

Faced with a nasty skeleton, Quinn brandishes his longsword menacingly...then tries to smack the undead creature with his shield!

Shield Bash + inspire: 1d20 + 4 + 1 ⇒ (5) + 4 + 1 = 10
Damage + inspire: 1d4 + 3 + 1 ⇒ (3) + 3 + 1 = 7

"That's it Miss Tiff, we'll keep him distracted together!"

His intended bash comes across more as a slight jostle, as Quinn desperately tries to remember shield drills more than a decade removed.


Ismene draws and loads her crossbow, taking a step toward the hubbub.
Sorry, I don't think I even have line of sight from my position.


Marill's starknife misses, as does Quinn's shield bash.
@Quinn - you had a +1 in your attacks, but Inspire Courage is not up. Marill is doing Countersong instead.

The remaining skeleton attacks Quinn.
Claw: 1d20 + 2 ⇒ (9) + 2 = 11
Claw: 1d20 + 2 ⇒ (3) + 2 = 5
Even with his shield out of position after bashing, his armor deflects the claws.

The haunting flute continues to play, but again Marill's singing is a match for it and the party is unaffected.

Round 2
Tiff
Quinn
Marill
Haunt (-4 HP)
Skeleton (-2 HP)
Ismene
Theodore

Round 3
Tiff
Quinn
Marill


NG Female Human | Wizard 2 | HP 16/16 | AC 14, Touch 14, FF 10 CMD 14 | Fort +2 Ref +4 Will +1 | Init +4 | Perception -2 | Speed 30ft | Conditions:
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Monkey Fish, Magic Missile

Bite, flank: 1d20 + 4 + 2 ⇒ (15) + 4 + 2 = 21
Bludgeoning: 1d6 ⇒ 6

Tiff rips out a critical vertebrae from the skeleton with her too large mouth, bisecting the foul undead.


The last skeleton is destroyed, but the haunt remains.

For now, Marill's song is keeping its effects at bay. For now.

Everyone except Tiff is up!


Male Human Cleric (Roaming Exorcist) 2 Init +2 AC 16, touch 12, flat-footed 14 Hp 17/17 Fort +4 Ref +2, Will +6 Percpt +5 (+1 Haunts) Conditions Light

Theodore frowns.
Stubborn piped piper!

The Cleric Channels again!
Channel Positive Energy: 1d6 ⇒ 1

Any Knowledge(Religion) to know how to turn it off?

Knowledge(Religion): 1d20 + 5 ⇒ (5) + 5 = 10


Male Varisian Human L1 Dirge Bard - devoted to Desna

Last round of lingering performance
Perform: 1d20 + 8 ⇒ (4) + 8 = 12

"Its magic is getting stronger and starting to overcome me"

With that, he goes and picks up his starknife :-(


M Init +1 | AC 18 T11 FF17 | HP 20/20 | Fort +5, Ref +1, Will +2 | Perception+2

"How savage, Miss Tiff!"

He looks around for any haunted glowing skulls or similar.

Perception: 1d20 + 1 ⇒ (9) + 1 = 10


Theodore Samuel Walden ... wrote:

Theodore frowns.

Stubborn piped piper!

The Cleric Channels again!
[dice=Channel Positive Energy]1d6

Any Knowledge(Religion) to know how to turn it off?

[dice=Knowledge(Religion)]1d20+5

Haunt at -5 HP.

Theodore knows that haunts can be damaged by positive energy or by holy water. Generally, targeting any location in the haunt's area of effect has a good chance of working. There are also some rare combat techniques that work against haunts the Soulblade feat. And, there are those four Haunt Siphons you found in the Pharasman cache.

A Cure Light Wounds spell would work if you succeed on an attack roll against AC 10, and the haunt does not get a save for half. The Rod of Healing should work here as well. I see that at Level 2 Theodore gets much better at figuring haunts out.

In case you all forgot about the Haunt Siphons, I will let anybody who wants one have one of the four, and anybody who wants to retcon their actions this round to use can do so.


NG Female Human | Wizard 2 | HP 16/16 | AC 14, Touch 14, FF 10 CMD 14 | Fort +2 Ref +4 Will +1 | Init +4 | Perception -2 | Speed 30ft | Conditions:
Usable/day, spells:
Arcane Bond 1/1, Battleshaping 6/6, 0th: Detect magic, disrupt undead, read magic, 1st: Alarm, Mage Armor, Monkey Fish, Magic Missile

I didn't forget the siphons and was going to use one on my next turn. Though I didn’t think about the rod.

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