Carver Hastings

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Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber. ** Starfinder Society GM. 215 posts (6,282 including aliases). No reviews. No lists. 3 wishlists. 41 Organized Play characters. 8 aliases.


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Grand Archive

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male NG dromaar alchemist (chirurgeon) 7 | HP 101/101, Hero Points: 3 | AC 25 | Fort +16; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 6/6, & many others (see profile)| Exploration: Investigate (Crafting +19) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)
rainzax wrote:

Coagulant

Healing alchemical items with the coagulant trait lose effectiveness when many are applied in a short period of time. If a creature heals Hit Points from an item with the coagulant trait, that creature is temporarily immune to healing Hit Points from subsequent items with the coagulant trait for 10 minutes (but not immune to any other effects of those items).

Thanks for that. I also investigated a bit more after my last post, because the versatile vial healing definitely seemed broken, and figured out the restriction based on the coagulant trait. Definitely a reasonable restriction, and gives a reason to make Elixir of Life (which do not seem to have the coagulant trait) during my daily preparations.


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Male human nephilim witch 5 | HP 34/43, Hero Points: 1 | AC 19 | Fort +10, Reflex +9, Will +12 | Spd 25 ft. | Perc: +10, low-light vision | | Expendables: See profile | Focus Points: 2/2 | Exploration: None | Active Conditions: None

Refreshed, Xiung-Lau goes to sleep. Once he enters the realm of dreams, however, Crawler of Night begins a curious task. The spider begins weaving a dense shell of webbing around itself.

Within Xiung-Lau's dreams ...

A eight-year-old Xiung-Lau sits outside, under a tree at dusk. He has a piece of parchment, and some colored inks, painting an image of a tree that is taking on its fall colors.

A bird sits on one of the branches, prominent in Xiung-Lau's drawing. A whippoorwill. When completed, the bird flies toward him, startling the boy, and lands near the parchment. It tilts its head, looking at the picture, and then hops toward it, pecking lightly toward the paper.

Xiung-Lau says to the bird, "Yes ... Yes, that is you." He points. "See, there is the night coming in, and there are your wings, ready to take flight." The bird turns its head, then flies up in the air, around in circles, chirping pleasantly....

The scene fades, transitioning to a new scene. The boy is older, in the kitchen with his mother. Together, they are preparing a soup. The bird flies in through the window from the night sky outside. "Hello, Wing of Night," Xiung-Lau says.

His mother glances over with a smile. "Is your friend joining us for dinner?"

The bird lands on Xiung-Lau's shoulder. The boy can see that the bird is holding a small, perfectly spherical black stone in its beak. He holds up his hand, and the bird drops the beak in his hand. "Look, mother! He gave me a present. It's like yours!"

His mother turns, laughing, and then sees the gift ... and her face shifts, a cry of anguish and loss escaping her lips. She pulls the necklace from under her dress, carrying an identical stone. "Yes ... Yes, it is." She kneels down to Xiung-Lau, looking curiously at the bird. "This stone was a gift ... from your father. I think, perhaps, this bird ... it is maybe a companion sent from him. The whippoorwill is ... it had meaning for him."

Xiung-Lau looks at the bird, a renewed fascination on his face as the scene fades ... resolving into a new scene, when the boy is slightly older, maybe 10. It is night, and he is beneath the tree where he met Wings of Night ... holding the dead bird in his hands, and crying. "I will miss you," he whispers to its dead body, as he buries it in the hole he has dug for it.

A wind rises, and the tree's shadow in the moonlight flickers ... resolving into a form nearby, but still obscured. It speaks, "You have long walked along the boundary of light and darkness, daylight and shadow, life and death ... The shadow needs light, but light can overwhelm it. You have fought the darkness, but know that balance is needed."

The shadow then lashes out, but the young Xiung-Lau holds up a hand, and the shadow freezes, held at bay. "No," young Xiung-Lau says, transforming into his current form. "The shadow strikes for me, not at me ..." And with that, the shadow responds to his command, turning to strike at the tree.

... and the dream ends, but as it fades, Xiung-Lau looks down at the body of Wings of Night ... only to see that it is no longer there.

Xiung-Lau awakens, finding himself without his familiar spider. In its place is an egg, roughly the size of an apple, woven out of dense webbing, but hard like an eggshell. "Well," he says. "This is ... curious." Instinctively, he reaches up to touch at his necklace, which contains two stones ... the one his mother wore, and the one given to him all those years ago by his friend.

Level 6 abilities:
In addition to spells, I took the following:
Witch Feat: Greater Lesson (Lesson of Shadow)
Archetype Feat: Improved Familiar (Rebuilt familiar into Old Friend - Wings of Night) - I will RP it hatching at an appropriate time.
Skill Feat: Recognize Spell


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male tripkee thaumaturge 1 | HP 24/24, Hero Points: 4 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Investigate: Esoteric Lore +8 | Expendables: None | Active conditions: None
Marius Tanar wrote:
Caught a cold over the weekend. Catching up slowly.

That stinks. Hope you're feeling better.

One decision point for you is that you have a Discovery on the dwarf from the head start. Squishy discovered the Influence Skills on him, so you would discover either Weaknesses or Resistances. That would give us some more information going into Round 2 (in addition to whatever else you are able to Discover or Influence in Round 1).


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male tripkee thaumaturge 1 | HP 24/24, Hero Points: 4 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Investigate: Esoteric Lore +8 | Expendables: None | Active conditions: None

With the successful chop, barlespin darts toward the door. "Don't forget the key!" As he moves and the magic fades from his Battle axe, Barlespin reaches up with his other hand and removes the potency crystal into the hand holding his amulet, a new piece of esoterica added to his collection... a spent orcish talisman that fell the zombie of a noble warrior.

◆ Stride

Radiant Oath

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male skittermander cleric of Sarenrae 1 (Demiplane character sheet) | HP: 12/15, Hero Points: 0 | AC 15 | Fort: +4, Ref: +5, Will: +8 | Speed: 25 ft. | Perc: +6, low-light vision | Exploration Activity: Scout | Expendables: Mini Ladder | Spell Slots: 1st: 2/2, Holy Font: 2/4, Focus: 1/1 | Active Conditions: None

Yes, that was a pretty sweet reward on that one. I played another special that gives me access to some nice backgrounds from Book of the Dead, but I haven't used those yet. Once a skittermander in Pathfinder became an option, though, I figured it was time to bust out that Time Traveler background.

Starfinder

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host (they/them) shirren technomancer 1 (full Demiplane character sheet) | HP: 17/17, Hero Points: 0/3 | AC 15 | Fort: +4, Ref: +4, Will: +8 | Speed: 25 ft. | Perc: +6, limited telepathy | Expendables: none | Spell Slots: 1st: 2/2, Focus: 1/1| Exploration: Scout | Active Conditions: None

Klicknop exclaims telepathically, Nerd?!?! as he shuffles indignantly out from the view of the camera. He makes a mental note to file a complaint with HR regarding this hostile work environment created by a coworker.


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male tripkee thaumaturge 1 | HP 24/24, Hero Points: 4 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Investigate: Esoteric Lore +8 | Expendables: None | Active conditions: None
Barlespin wrote:
The first time the zombie would damage me or an ally within 15 feet, I will ↺Amulet's Abeyance for resistance 3 against the triggering damage.

↺Amulet's Abeyance:

Abjuration, Magical, Manipulate, Thaumaturge
Trigger The target of your Exploit Vulnerability would damage you or an ally within 15 feet of you.
Requirements You're holding your amulet implement and are benefiting from Exploit Vulnerability.

You forcefully present your amulet to turn away harm. You or a target ally within 15 feet gain resistance to all damage against the triggering damage. The resistance is equal to 2 + your level.

As the zombie strikes at Agnes, Barlespin raises his amulet toward the undead Talia. The zombie's head turns toward him, her strike faltering a bit, doing less damage than it might have.

Agnes gains resistance 3 against the triggering damage, so takes only 5 points of damage. Can't do anything about the rot or the grab, I'm afraid.


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male tripkee thaumaturge 1 | HP 24/24, Hero Points: 4 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Investigate: Esoteric Lore +8 | Expendables: None | Active conditions: None

Apologies. I thought I provided enough detail, but didn't explicitly provide the full text or a link ... Here you go (and now that I'm copying/pasting it, I do see an "until you Exploit Vulnerabilities again" before the list of roll effects, so that would be the duration ... I was looking for it down in the effects themselves).

◆ Exploit Vulnerability:

Exoterica, Manipulate, Thaumaturge
Frequency once per round
Requirements You are holding your implement

You scour your experiences and learning to identify something that might repel your foe. You retrieve an object from your esoterica with the appropriate supernatural qualities, then use your implement to stoke the remnants of its power into a blaze. Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level, as you retrieve the right object from your esoterica and use your implement to empower it. You gain the following effects until you Exploit Vulnerabilities again.

Critical Success You remember the creature's weaknesses, and as you empower your esoterica, you have a flash of insight that grants even more knowledge about the creature. You learn all of the creature's resistances, weaknesses, and immunities, including the amounts of the resistances and weaknesses and any unusual weaknesses or vulnerabilities, such as what spells will pass through a golem's antimagic. You can exploit either the creature's mortal weakness or personal antithesis (see below). Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Success You recall an important fact about the creature, learning its highest weakness (or one of its highest weaknesses, if it has multiple with the same value) but not its other weaknesses, resistances, or immunities. You can exploit either the creature's mortal weakness or personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Failure Failing to recall a salient weakness about the creature, you instead attempt to exploit a more personal vulnerability. You can exploit only the creature's personal antithesis. Your unarmed and weapon Strikes against the creature also become magical if they weren't already.
Critical Failure You couldn't remember the right object to use and become distracted while you rummage through your esoterica. You become flat-footed until the beginning of your next turn.
------------------------------
You can attempt to Exploit Vulnerabilities in one of two ways: either by invoking properties that repel that type of creature, or by attempting a more improvisational, ad-hoc method with your esoterica that can impose a custom weakness on any creature, albeit one that usually isn't as dire as a creature's existing weakness.

Mortal Weakness After identifying a creature's weakness, you use a thematically resonant bit of esoterica to attune your attacks to your discovery. Your unarmed and weapon Strikes activate the highest weakness you discovered with Exploit Vulnerability, even though the damage type your weapon deals doesn't change. This damage affects the target of your Exploit Vulnerability, as well as any other creatures of the exact same type, but not other creatures with the same weakness. For example, when fighting a pack of werewolves you might use silver shavings or crushed moonstone to deal damage that applies their weakness to silver to your attacks against any of the werewolves, but you wouldn't apply this damage to any other monsters with a weakness to silver.

Personal Antithesis You improvise a custom weakness on a creature by forcefully presenting and empowering a piece of esoterica that repels it on an individual level; for instance, against a tyrant, you might procure a broken chain that once held a captive. This causes the target creature, and only the target creature, to gain a weakness against your unarmed and weapon Strikes equal to 2 + half your level.

Diverse Lore feat:

Thaumaturge
Your wandering studies mean you've heard rumors or theories about almost every topic... though admittedly, your sources aren't always the most reliable. You can take a –2 penalty to your check to Recall Knowledge with Esoteric Lore to Recall Knowledge about any topic, not just the usual topics available for Esoteric Lore. Additionally, when you succeed at your check to Exploit a Vulnerability, compare the result of your Esoteric Lore check to the DC to Recall Knowledge for that creature; if that number would be a success or a critical success, you gain information as if you had succeeded at the Recall Knowledge check.

And, for context:
Esoteric Lore
Your experience with the unknown, as well as the tales you've exchanged with other thaumaturges, has taught you about strange phenomena of every kind. You become trained in Esoteric Lore, a special lore skill that can be used to Recall Knowledge regarding haunts, curses, and creatures of any type, but that can't be used to Recall Knowledge of other topics. Unlike a normal Lore skill, you use Charisma as your modifier on Esoteric Lore checks. You also gain the Dubious Knowledge skill feat.

At 3rd level, you become an expert in Esoteric Lore; at 7th level, you become a master in Esoteric Lore; and at 15th level, you become legendary in Esoteric Lore.

↺ Amulet's Abeyance:

Abjuration, Magical, Manipulate, Thaumaturge
Trigger The target of your Exploit Vulnerability would damage you or an ally within 15 feet of you.
Requirements You're holding your amulet implement and are benefiting from Exploit Vulnerability.

You forcefully present your amulet to turn away harm. You or a target ally within 15 feet gain resistance to all damage against the triggering damage. The resistance is equal to 2 + your level.

Grand Archive

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male NG dromaar alchemist (chirurgeon) 7 | HP 101/101, Hero Points: 3 | AC 25 | Fort +16; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 6/6, & many others (see profile)| Exploration: Investigate (Crafting +19) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)

Perfect. I have those improved saving throws indicated in my stat line. I feel quite empowered.

Grand Archive

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male NG dromaar alchemist (chirurgeon) 7 | HP 101/101, Hero Points: 3 | AC 25 | Fort +16; Ref +15; Will +15 | Perc: +12, low-light vision | Expendables Versatile Vials 6/6, & many others (see profile)| Exploration: Investigate (Crafting +19) | Active Conditions: antiplague (+3 vs. disease), Level Bump (stat line updated)

A dromaar walks along, wearing robes from southern lands that indicate he is most certainly not a local. The various alchemical potions and bombs strapped to his body clearly mark him as an alchemist. He adjusts his goggles. "Doctor Grime Percival Bloodshanks, at your service. Please let me know if you have any ongoing maladies that I should be aware of."

Doc Bloodshanks image link

As he surveys the group, he says, "Well, let's get this out of the way." He points at an iridescent purple frog on his shoulder. "This is Sludge." He points at a set of 8 vials a bit below sludge, strapped to his bandolier, with two of the vials a bit larger than the others. "Should I fall, please use these potions to bring me back around. I do not consent to any divine mumbo-jumbo to bring me back. Certainly don't waste any time after the fact on foolish resurrection attempts. If I still have these elixirs, use them. Primal or occult healings are fine, and certainly the alchemical arts, but no divine healing potions. It throws off the natural healing processes of the body. I can't believe selling that junk is still legal, but my letters to various legislative and regulatory bodies continue to go unanswered. If any of you are utilizing any divine healing magics, just know that it will diminish my ability to properly serve your healing needs."

As you walk, he notes Itka's use of the cane, and says, "You shows signs of some arthritis, perhaps. I could fabricate some liniment for you that would greatly help with joint pain. It is applied topically, directly on the skin. I also have a certification in chiropractic and orthopedic care. If the pain is severe, we could discuss support options, perhaps a sturdy leg and back brace to help a bit with your posture. Get you lined right up!"

He nods in response to Argoni. "Indeed, I too have the heebie jeebies, as your people call them. A normal psychological response to the biological stress hormones, triggered by the physical cues to fear this land. It is how our body keeps us alert to danger. So long as the heebie jeebies are not pathological, they serve us well, my little friend." His throwing hand frequently moves toward his various bombs, as if to reassure himself of their presence.

Radiant Oath

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male skittermander cleric of Sarenrae 1 (Demiplane character sheet) | HP: 12/15, Hero Points: 0 | AC 15 | Fort: +4, Ref: +5, Will: +8 | Speed: 25 ft. | Perc: +6, low-light vision | Exploration Activity: Scout | Expendables: Mini Ladder | Spell Slots: 1st: 2/2, Holy Font: 2/4, Focus: 1/1 | Active Conditions: None

A small furry creature comes bustling into the Grand Lodge's noisy lobby, looking around with wide eyes. The creature's bright orange fur is instantly noticeable. Perhaps a runt kitsune or something? He is wearing robes with the Dawnflower emblem on them, marking him as a cleric of Sarenrae.

The creature darts around, greeting everyone pleasantly and enthusiastically, "Hello, nufriends, I am Brother Dawnfriend! Please let me know if there's anything that any of you need!" He enthusiastically shakes hands with everyone who will allow it, and if there's any hint that they might be a hugger than he goes for those too. This is pretty easy for him, given that he has six arms.

Character Image

Finally noticing the group that he's supposed to be joining, he darts over - moving with the abundant energy of a toddler who has found a new puppy - in that direction, arriving just in time to listen quietly until, just barely, the two members have made their introductions, and then begins speaking excitedly.

His eyes first settle on Bustral, expression lighting up. "Are you a robot! Oh, that's gree! I haven't seen a single robot since I got here." He begins running around Bustral, looking at him from every angle. "My friend Sparky - he was a goblin - he knew all about robots. But he's ... Well, I guess not dead now, because he's not been born yet ..." He frowns. "I don't know if I can heal you, nufriend Bustral. Maybe. I know I can heal androids, but I usually can't heal robots. But don't worry, I'll do anything I can to help!"

"Oh, I apologize, I didn't introduce myself. I am Brother Dawnfriend, priest of Sarenrae! Do you know about Sarenrae? She's the best friend you could have! And I'm here to represent her! If any of you get hurt, please let me know. The easiest way, I've found, is if you just scream very loudly if you get hurt."

He looks between you both, continuing to walk around energetically."Oh, Pathfinder nufriends, this place is so gree! Reminds me of the Lorespire complex ... but better decorations. And weirder smells. And fewer vidscreens." He glances around, for a moment distracted, perhaps even a hint of ... sadness? ... but the unpleasant emotion passes like a flicker with a faint shrug, back to unbridled enthusiasm.

"I just finished my training as a cleric of Sarenrae ... well, my new training. I was trained where I used to live, first, but things work kind of differently now, I guess." He shrugs again, which with 6 arms means the shrug kind of ripples along the length of his body. "And once I finished, Priestess Kyra said, 'Get out of here! Get out of the temple. Go help people somewhere else,' she said, and she was very loud and enthusiastic about it. See, she wanted me to go out into the world and minister to the people ... which is totally what I'm all about, too, so that sounded great. And I thought ... Self, I thought, how can you help the most people? Well, before it was by being in the Starfinder Society ... and there's kind of a Starfinder Society here, but instead of finding stars you find paths ... so I joined the Pathfinder Society! And my training here went really fast, too ... I guess because I'm already kind of an expert ... and my trainer said, 'Just please for the love of all the gods get out of here and go on your first mission.' Everyone here is so loud and enthusiastic, and just wants people to help so much! I can't wait!" Finally he finishes speaking, bounding up and down and holding his three sets of hands together in front of him, looking expectantly between the two of you.


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male tripkee thaumaturge 1 | HP 24/24, Hero Points: 4 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Investigate: Esoteric Lore +8 | Expendables: None | Active conditions: None

Yes, those seem to be reasonable requests.


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male tripkee thaumaturge 1 | HP 24/24, Hero Points: 4 | AC 18 (19 w/ shield raised) | Fort: +7, Ref: +5, Will: +6 | Perc: +6, darkvision/low-light vision | Speed: 25 ft | Exploration: Investigate: Esoteric Lore +8 | Expendables: None | Active conditions: None

Barlespin's exploration of Lastwall, in search of legends about interesting lost artifacts and objects of interest and power, was not going well when he arrived in Yua's Hope just as the attack was about to begin. He offered his assistance to Dame Talia Glidar, to help prepare defenses ... but those defenses were quickly overrun, and he helped to convince Dame Talia that they couldn't hold their position.

Within the Crypts, Barlespin found a useful role among the community telling stories related to his many travels and esoterica. These stories, and the curious storyteller, often gained the attention of the young kitsune kits, and helped keep them out of trouble. In particular, he is one of the few who has bonded with Garaag Sunbrand, not being cowed by the standoffish orc's demeanor.

Dame Talia Glidar (Diplomacy): 1d20 + 7 ⇒ (14) + 7 = 21
Retsnav and Retsnov (Esoteric Lore): 1d20 + 7 ⇒ (18) + 7 = 25
Garaag Sunbrand (Intimidation): 1d20 + 7 ⇒ (17) + 7 = 24

Barlespin image

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 4/4 | Exploration: Scout | Active Conditions: None

The character was Level 3 in the Rusthenge adventure, but that doesn't directly carry over to the character level in Pathfinder Society.

The Chronicle applies 12 XP to a character I designated. I am assigning it to a new PFS character that is my Level 1 version of Peat ... so that Chronicle will take the character to Level 2.

5/5 *

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Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I am sitting on a wealth of SFS1 AcP and I'm not going to buy unlocks for new alien species on new characters, since all of my new character energy is going into Starfinder 2E. One thing that occurs to me would be something like an "Unexpected Ineritance" boon (or series of boons) in SFS1E that allows you to designate a 2E character and give it some version of the following:

* An extra dump of credits to a designated 2E character
* Access for a single designated 2E character to purchase a single designated 2E item that is up to 2 levels higher than the character

I'd suggest these as two separate boons, since it's very likely you'd need an influx of credits to purchase a piece of advanced equipment, and that way you'd be able to purchase each of the boons. You'd probably want to put a restriction, for example that each 1E character can only purchase one of the boons or that each 2E character can only receive one of them (or one of each), although I'm not sure how unbalancing it would really be to the overall game if someone wants to load up a level 1 character with a bunch of level 3 equipment early on ...

I also think adding some System Traveller boons (or calling them something else) would be good, so that if you wanted to unlock the core Pathfinder races in SFS2, you could buy those with your SFS1 AcP. Modifying or adding System Traveller boons in PFS2 to also work for SFS2 would also be helpful, as a way to spend those PFS2 AcP.

5/5 *

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Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Agree as well. The monetary rewards are standardized by levels the Chronicles are applied to, so I would think having a generic chronicle would be pretty easy in SFS2.

5/5 *

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Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I, too, created a Mystic priest of Sarenrae ... only to discover that if I did so, I wouldn't be able to actually use the Divine Bond feat for Sarenrae. I don't know if there's a lore reason that Sarenrae was excluded or not, but I decided to modify and rebuilt the character and save my Sarenrae concept for something later on when she is available.

I did, though, run into another issue about Pathfinder content ... I created a Xenodruid Mystic, who gained the Summon Plant and Fungus spell upon reaching level 2 at GenCon ... but without Starfinder Alien Core out, I have nothing to summon! I asked the GM of my last game if I could summon from the Pathfinder Monster Core if needed, and he agreed, saying, "I try to err on the side of letting characters use the abilities they have." I am hoping they took into account low-level summoning needs when filling out the roster of the Starfinder Alien Core, though.


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Male human nephilim witch 5 | HP 34/43, Hero Points: 1 | AC 19 | Fort +10, Reflex +9, Will +12 | Spd 25 ft. | Perc: +10, low-light vision | | Expendables: See profile | Focus Points: 2/2 | Exploration: None | Active Conditions: None

Not seeing a Will save. Is she immune to the shroud of night? Maybe she has greater darkvision? Unless I have reason to expect that she's immune, I'll cast shroud of night on her again ... or sustain it, if she was affected initially

◆ Cast (or Sustain) A Spell: shroud of night

Xiung-Lau glances around. "Now might not be the best time to mention it, but I am not a very proficient swimmer ..." He swings his staff, hurling another shadow dagger toward the hag.

◆ Sustain a Spell: spiritual armament
spiritual armament attack: 1d20 + 11 ⇒ (13) + 11 = 24
spiritual armament damage (spirit/force): 2d8 ⇒ (4, 7) = 11

He reaches into the folds of his robe and pulls out a scroll.

◆ Interact: Draw scroll of helpful steps

5/5 *

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Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'll admit, I really liked the way unlocking ancestries worked with the Achievement Point system for Pathfinder 2E and Starfinder 1E. It made the Achievement Points worthwhile while still allowing the more unusual ancestries to be accessible. I get the idea that in a space-based game you want a bunch of unusual alien types, but this definitely strikes me as an "if it ain't broke, don't fix it" situation, and from my perspective it wasn't broke.

That having been said, though, I'm very curious to see what other options you're putting out there for the use of Achievement Points.

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 4/4 | Exploration: Scout | Active Conditions: None

"Well, we were attacked by one on our way into town ... so it's possible that one was associated with this group." He holds his hand crossbow up to the bat folks and says, "Do you know the dero who wielded this? We killed him."

Diplomacy: 1d20 + 7 ⇒ (20) + 7 = 27


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Male human nephilim witch 5 | HP 34/43, Hero Points: 1 | AC 19 | Fort +10, Reflex +9, Will +12 | Spd 25 ft. | Perc: +10, low-light vision | | Expendables: See profile | Focus Points: 2/2 | Exploration: None | Active Conditions: None

Actually, Kwan Tai still has haste on him, I presume ... but even then, 4 strides seems to only be 80 feet.

Reflex w/ path & heart bonus: 1d20 + 9 + 1 + 4 ⇒ (6) + 9 + 1 + 4 = 20

Hmm... save the hero point for now and I guess I'll just take the full damage.

Xiung-Lau is slashed by the angry trees, letting out a grunt of pain, but he continues to flicker along the path as he moves, using his connection to the realm of shadow to gain a slight advantage.

◆◆ Cast a spell: warp step - 30 feet movement & 2 strides
◆ Stride

Another 90 feet ... so 20 feet away from the corpse.

Horizon Hunters

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male goblin ranger 4 | HP 58/58, Hero Points: 1 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: Bosun| Active Conditions: None
Gracie:
HP 40/40 | AC 19 | Fort +8; Ref +8; Will +7 | Perc: +7, low-light vision, scent (imprecise) 30 ft.

I have a +6 on Society, which isn't great but in this group is probably a decent modifier, but I don't feel in-character like a story about my goblin family would be very persuasive. It looks like Hallow has a +8 Society modifier, so maybe that would work.

Deerslicer leads a group off to go speak to Firrah. Upon finding him, he says, "Hey, you know anybody named Hosturia o' Aradeen, who live in da Zho Mountains? She is grammy o' a guy we know, and he want some info 'bout his family."

If someone with more (that is, any) social skills decides to step in and take over then Deerslicer will happily step back.

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 4/4 | Exploration: Scout | Active Conditions: None

If you have a hero point, you can use it. You don't have to ask permission. The GM controls gaining Hero Points, not spending them. ;)

Peat screams, actually taking damage for once since entering this nightmare building ...

◆ Devise Stratagem: 1d20 ⇒ 6
Free Recall Knowledge: 1d20 + 8 ⇒ (10) + 8 = 18

Certain that a strike would be even less effective this time than before, they decide not to attack this turn, but instead to assist Kazmuk's attack by waving the light hammer threateningly.

◆ Prepare Aid
Attack roll: 1d20 + 5 ⇒ (2) + 5 = 7

As trying to throw the creature off, Peat tries to figure out any other insights into it.

◆ Recall Knowledge: 1d20 + 8 ⇒ (7) + 8 = 15

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 4/4 | Exploration: Scout | Active Conditions: None

Peat tells everyone, "These demons don't like cold iron ... or holy power, though I suppose that's probably kind of obvious."

Horizon Hunters

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male goblin ranger 4 | HP 58/58, Hero Points: 1 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: Bosun| Active Conditions: None
Gracie:
HP 40/40 | AC 19 | Fort +8; Ref +8; Will +7 | Perc: +7, low-light vision, scent (imprecise) 30 ft.

Deerslicer says, "No, me can do it no problem. Just not sure if good idea. If you t'ink is good idea, me go do it."

Doesn't look like anyone necessarily thinks it's a bad idea, so ...

He sneaks back in and, once hidden beneath the table, pulls out his thieves' tools. He whispers to the elemental, "You maybe help us? We need a dis'raction so we can sneak over and mess with guy's box while he talkin. Any ideas?"

Thievery: 1d20 + 9 ⇒ (8) + 9 = 17
Probably a failure but not a crit fail, so will try again ...
Thievery: 1d20 + 9 ⇒ (7) + 9 = 16
Thievery: 1d20 + 9 ⇒ (17) + 9 = 26
After a few seconds of effort, Deerslicer seems to have gotten a better handle on how the mechanism works.


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Male human nephilim witch 5 | HP 34/43, Hero Points: 1 | AC 19 | Fort +10, Reflex +9, Will +12 | Spd 25 ft. | Perc: +10, low-light vision | | Expendables: See profile | Focus Points: 2/2 | Exploration: None | Active Conditions: None

In the evening of the first week, Xiung-Lau studies tomes to try to understand more about the nature of the curse.

Quote:

Solo Investigations: You spend the week researching the nature of curses in general on your own, either using your own collection of tomes and reference materials or libraries held by others in town; Maximum RP 3

Research Checks DC 17 Sangpotshi Lore or DC 19 Occultism

I'm going to cross my fingers that "Curse Lore" would work here ...

Curse Lore: 1d20 + 12 ⇒ (11) + 12 = 23

Do we need to wait for an event to transpire, or move on to the second week?

Horizon Hunters

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male goblin ranger 4 | HP 58/58, Hero Points: 1 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: Bosun| Active Conditions: None
Gracie:
HP 40/40 | AC 19 | Fort +8; Ref +8; Will +7 | Perc: +7, low-light vision, scent (imprecise) 30 ft.

I was waiting for information on what was going on in the tents.

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 4/4 | Exploration: Scout | Active Conditions: None

Ah, when you said the book was "tied to this hidden room" I didn't realize you meant it opened the trap door. I thought you meant the book was about the room in some way. So I wouldn't have moved the book if we were about to rest, and I definitely would have pushed back on resting in a room with a hidden room off of it.

Peat sees that the book is connected to the hidden room and lets everyone know they're about to trigger it in case anyone wants to Avoid Notice or anything.

He looks around, flabbergasted. "Who would do this to a library?!?!"

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 4/4 | Exploration: Scout | Active Conditions: None

Peat shakes their head. "How long have these beings had control of this place? They've been doing major renovation projects!" They point out to everyone else the signs that this was a library. He goes and gets the red book and begins investigating it. "Perhaps this book has some clues ..."

I don't know how defensible this room seems. It feels like we're surrounded by unknown rooms here, so maybe not the best place. Not sure how many others have burned through their expendables and need to recharge, so I'm fine with being outvoted.

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 4/4 | Exploration: Scout | Active Conditions: None

Blueberry Peat squeals as they see this room. "This is the worst place ever! What was this room used for before it was taken over by evil?"

He rushes in, ducking behind the massive column of metal and looking past it.
◆ Stride
◆ Devise Strategem vs. northernmost enemy (only one I can see): 1d20 ⇒ 19
Recall Knowledge (Society for humanoid): 1d20 + 8 ⇒ (6) + 8 = 14

With a clear shot at the villain, he fires.

◆ Strike
Hand crossbow attack w/ Strategem: 19 + 8 = 27
Hand crossbow damage (piercing) w/ Strategem bonus: 2d6 ⇒ (6, 3) = 9
It probably has cover from the table

Dataphiles

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Male CG bleachling gnome roboticist technomancer 4/precog 1 | SP 12/29 HP 29/29 | RP 7/7 | EAC 14; KAC 15 | Fort +3; Ref +4; Will +8 | Init: +0 | Perc: +8, low-light, SM: +6 | Spell Slots 1st: 4/5, 3/4, 2nd: 2/3 | Paradoxes: --, 2 | Speed 30ft | Active conditions: None
Embidi wrote:
Man, that space pirate art is legit

Yeah, I mean, is it possible we can just join up with these guys instead? They look way cooler than the Starfinders.

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 4/4 | Exploration: Scout | Active Conditions: None

Everyone get down, it's going to explode!

Horizon Hunters

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male goblin ranger 4 | HP 58/58, Hero Points: 1 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: Bosun| Active Conditions: None
Gracie:
HP 40/40 | AC 19 | Fort +8; Ref +8; Will +7 | Perc: +7, low-light vision, scent (imprecise) 30 ft.

Deerslicer says to Alanosse, "Me like how you t'inkin, but we supposed to swap present for little toy soldier. How we do d'at if da chest on fire? No, me t'ink burnininating da chest not da best idea right now. Maybe we burninate Azam or da pillow, an' grab da chest and swap it in commotion?"

Considering a moment, he says, "Oooh, or we could steal da rock he use to make da oasis and turn off oasis. D'at be a good distraction, maybe." He glances around. "But no magic throwers here, so maybe not work."


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Male human nephilim witch 5 | HP 34/43, Hero Points: 1 | AC 19 | Fort +10, Reflex +9, Will +12 | Spd 25 ft. | Perc: +10, low-light vision | | Expendables: See profile | Focus Points: 2/2 | Exploration: None | Active Conditions: None

Xiung-Lau casts soothe on the boy, hoping the mental calming effects will help him deal with this trauma. He also orders Crawler to stay away from the boy, figuring that the familiar's appearance will not help with the situation.

Identify Magic (Occultism): 1d20 + 11 ⇒ (16) + 11 = 27
Spending a few minutes looking over the dagger, Xiung-Lau explains its properties to the others. "I am unlikely to attack a fiend physically, so this is not ideal for me ... but seems quite good for either Hooli or Kwan Tai. I leave it to you to argue over it."

He then turns his attention to the ledger. "Unfortunately, this is not in Necril or I could make some sense of it. It appears to be a mix of two languages, but I know neither of them."

The Wall of Ghosts appeared just a few days ago, right?

Horizon Hunters

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male goblin ranger 4 | HP 58/58, Hero Points: 1 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: Bosun| Active Conditions: None
Gracie:
HP 40/40 | AC 19 | Fort +8; Ref +8; Will +7 | Perc: +7, low-light vision, scent (imprecise) 30 ft.

Deerslicer looks suspiciously at the catfolk and keeps a wide birth. "Keep d'at paper wit' your wordmarks away from me. You not takin' my soul!"

Dataphiles

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Male CG bleachling gnome roboticist technomancer 4/precog 1 | SP 12/29 HP 29/29 | RP 7/7 | EAC 14; KAC 15 | Fort +3; Ref +4; Will +8 | Init: +0 | Perc: +8, low-light, SM: +6 | Spell Slots 1st: 4/5, 3/4, 2nd: 2/3 | Paradoxes: --, 2 | Speed 30ft | Active conditions: None

Great to see us all getting our good rolls out of the way during the mission briefing.

Wayfinders

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male CG skittermander priest of Sarenrae mystic (healer) 5 | SP 5/30 HP 17/32 | RP 5/7 | EAC 16; KAC 16 | Fort +1; Ref +3; Will +9 | Init: +2 | Perc: +10, SM: +9 Speed 30 ft. | 1st Lvl: 5/6, 2nd Lvl: 0/3 | Expendables: | Active Conditions: shield other on sapling | Obozaya's Stats

Obozaya strides rapidly into the room, glancing behind her warily. For a moment, she looks relieved, and then her expression shifts to one of disappointment and dismay as she flops into a chair.

A moment later, an orange-furred skittermander comes dashing into the room. He wears white, yellow, and orange priestly robes and carries a staff bearing the Dawnflower emblem of Sarenrae. "Hello, Obofriend! I saw you in the hallway, and said hello, but you just kept walking very quickly, so must not have heard me. Glad we were heading to the same place!"

He then notices the android in the corner and runs over, holding out two of his free hands to shake with Tofana. "Oh, hello, nufriend! I am Dawnfriend, and look forward to helping you with whatever our newest mission is. I heard a rumor we're going to the Ghoran homeworld.... That's so gree! Don't you think? Can I help you with anything. I can carry this backpack and rifle, if you'd like." He begins picking them up.

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 4/4 | Exploration: Scout | Active Conditions: None

Peat reloads their crossbow. "Well, doesn't look like anything got left behind in these cells that I can find ..." Once everyone is ready, they head north, then turn left to that door. "Work our way around?"

Peat listens carefully at the door and then, once everyone is moved up into position, will open it if they don't hear anything worth listening to.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Unfortunately, Peat doesn't actually have ears, so there is that ...

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 4/4 | Exploration: Scout | Active Conditions: None

I added a slide onto the slide deck/maps listing out all of the treasure that we found, and what I could see about who said they were claiming what.

Wayfinders

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Male CG halfling ace pilot operative (explorer) 5 | SP 35/35 HP 13/32 | RP 6/6 | EAC 15; KAC 16 | Fort +3; Ref +9; Will +9 | Init: +6 | Perc: +14, SM: +10 | Speed 40ft | Active conditions: None

Medpatch doesn't work on the Treat Deadly Wounds action. That is literally the one Medicine action it doesn't work for. Keep it. I'll just limp back to camp. Like I said, it's a system they really need to fix in 2E, especially compared with how Treat Wounds works in Pathfinder 2E with much less sophisticated medical technology. ;)

After lying on the ice for several minutes, Ashtif stands up. "I'm fine ..." He drinks two of his mark 1 serums of healing.

Healing 1: 1d8 ⇒ 5
Healing 2: 1d8 ⇒ 6

"It's okay," he says, "I got some guys, some gnolls, who can hook me up with more. Great discounts." His words are still a little slurred. He might have a bit of a concussion.

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 4/4 | Exploration: Scout | Active Conditions: None

GM did say post your actions when you can, so I'd say go for it. :)

Exo-Guardians

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male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

I think we unlocked a night's rest.

AbadarCorp Entertainment in the Discussion Thread wrote:
The change of guard means you can take an 8 hour rest once between these scout missions to recover (e.g. after your next mission?)


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Male human nephilim witch 5 | HP 34/43, Hero Points: 1 | AC 19 | Fort +10, Reflex +9, Will +12 | Spd 25 ft. | Perc: +10, low-light vision | | Expendables: See profile | Focus Points: 2/2 | Exploration: None | Active Conditions: None

Xiung-Lau rushes over to Crawler, looking toward Li Jie, "Please, can you stabilize him quickly? He will recover quickly, once he's able to rest ..."

I do have a minor healing potion I can give him, but figure with teh Medic Dedication Li Jie should have no trouble stabilizing him.

Once Crawler is stable, Xiung-Lau carefully wraps him in the blanket in his backpack. "There you go, my friend. Rest."

Crawler recovers 1 HP every 10 minutes he's in dim light or darkness from the Darkeater familiar ability.

Exo-Guardians

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male LG dwarf corporate agent soldier (armor storm) 8/Envoy 1 | SP 89/89 HP 68/68| RP 11/11 | EAC 26; KAC 29 | Fort +9; Ref +6; Will +9 | Init: +6 | Perc: +6, SM: +6+1d6 | Speed 20ft, Fly 30ft | Expendables: Smoke grenades: 2/2, Shout Projector: 20/20, Jump Jets: 20/20, Idaran Baton: 20/20 | Active conditions: None

In my experience, usually when we're in the middle of a mission that gets completed we're given the option of completing it. However, since we hadn't really ramped up on this one, I'm happy to vote for just skipping to the next one, if that's an option.

For the next one, I'd say let's do Sever Supply Lines, so we can help get that one resolved.

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 4/4 | Exploration: Scout | Active Conditions: None

If you are settling here for the night, Blueberry Peat turns their attention to crafting the key with the new artisan supplies. If anyone wishes to assist, they are happy to accept their aid.

Crafting: 1d20 + 6 ⇒ (16) + 6 = 22

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 4/4 | Exploration: Scout | Active Conditions: None

Blueberry Peat, being a keen-eyed investigator, looks around for a sign or something that indicates a direction from the pier to Gold's Ruin.

Just to confirm, everyone is fully healed from our earlier encounter on the road, right?


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Male human nephilim witch 5 | HP 34/43, Hero Points: 1 | AC 19 | Fort +10, Reflex +9, Will +12 | Spd 25 ft. | Perc: +10, low-light vision | | Expendables: See profile | Focus Points: 2/2 | Exploration: None | Active Conditions: None

At the mention of the stone spider, Crawler of the Night skitters across Xiung-Lau's back from shoulder to shoulder. He glances over toward the arachnid and says, "I say that we prioritize the missing stone spider."

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 4/4 | Exploration: Scout | Active Conditions: None

It wasn't intentional, but the Leshy Investigator concept is slipping thematically somewhere between a skittermander and a less aggressive version of Scrappy Doo. Just a berry-covered ball of enthusiasm.

Verdant Wheel

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non-binary fruit leshy investigator (alchemical sciences) 2 | HP 26/26, Hero Points: 1 | AC 16 | Fort +5; Ref +7; Will +7 | Spd: 25 ft. | Perc: +7, low-light vision | Leads: Sotroz, Rowan the Whispering| Versatile Vials: 4/4 | Exploration: Scout | Active Conditions: None

Maybe they were impressed by Kazmuk's swimming prowess?

Peat glances between Jacen and Kwai, sort of assuming that one of them will take charge, as he looks around.

So did I find anything of interest with my critical Perception check?

"So, what cargo do you carry?" they ask, curiously beginning to peek in crates.


2 people marked this as a favorite.
Male human nephilim witch 5 | HP 34/43, Hero Points: 1 | AC 19 | Fort +10, Reflex +9, Will +12 | Spd 25 ft. | Perc: +10, low-light vision | | Expendables: See profile | Focus Points: 2/2 | Exploration: None | Active Conditions: None

Xiung-Lau tries to recall any stories or legends that have strange mists that you cannot pass through.

Occultism: 1d20 + 8 ⇒ (18) + 8 = 26

Critical Success: Your character realizes you're actually in Ravenloft.

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