Helmet

GM Derek W's page

2,990 posts. Alias of Derek Weil.


RSS

1 to 50 of 2,990 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Many thanks for the responses! This is definitely helpful. It sounds like it doesn't matter if my "main" license is on PC or Mac - transferring the portfolios to the iPad is the main hurdle.

I will try saving portfolios to Google Drive and/or e-mailing them.


Hi, hoping this is in the right thread.

Can anyone tell me if the PC version of Herolab "talks" to the iPad app?

I have a desktop PC where I'll likely install the main program, but was considering an iPad for my next tablet and I was to hoping to use Herolab on that as well.


I'm interested in this, if it does end up taking off!

I can definitely post daily, probably twice most weekdays.

I've been thinking of trying out some classes/concepts that are new to me - I was thinking of a Daring Champion cavalier.

I can have the character up by your June 10 deadline if you're still considering running.


Technic Siege/Full Map

It seems like everyone has their chronicles. I'll keep the thread active until tomorrow to make it easier to track things down if needed.


Technic Siege/Full Map

Van Potter - your revised sheet is now available.


Technic Siege/Full Map

Damn! Must've rolled a 1 on my Perception check. I'll revise your chronicle tomorrow AM!

-Posted with Wayfinder


Technic Siege/Full Map

Chronicle Sheets are here!

Please let me know if you have any trouble downloading a copy or if I made an error. Thanks!


Technic Siege/Full Map

Van Potter Day Job Craft: 1d20 + 12 ⇒ (12) + 12 = 24


Technic Siege/Full Map
Skug wrote:
GM Derek W wrote:
And you're right in that the robot is not an object. Unlike a certain animated chair I remember.
#4-11: The Disappeared?

That's the one! And sorry for not replying sooner. When I played, our enlarged barbarian had no trouble with it. When I GM'ed, however, the group didn't have a big damage dealer and it took them several rounds to take it down.


Technic Siege/Full Map

Aya returns to the Lodge about an hour after the battle ends. She looks very releived, even excited at your success. She offers her wholehearted congratulations.

By preventing the Technic League from destroying the invaluable copy of A Thread of Silver, you have ensured that the Pathfinder Society can study its contents and gain valuable insight into Numerian technology.

Assuming you question the last guy here.
By interrogating the surviving Technic League agent you learn of the extent to which the League has targeted the Pathfinder Society, as well as of the existence of other technological relics somewhere in the Mwangi Expanse.

Aya offers to let you stay in the Nantambu lodge and recover. During this time, you may not only study A Thread in Silver but make a copy of it. Any PC who uses ranks in Profession (scribe) when making Day Job checks receives a +4 bonus on the check for this scenario, as a result of the value of such a replica on the open market and to the Society itself. All copies of the book should be closely guarded or disguised as other books, however, as owning a copy (much less several) brings with it severe risk of reprisal from the Technic League (as this scenario demonstrates).

Aya arranges passage back to Absalom aboard a trading partner’s cargo vessel headed there anyway. She sends word with you of all she knows of the lodge’s true venture-captain’s whereabouts, and swears to act as his proxy until he returns. She thanks the Pathfinders for all they did to protect her place of business, but also urges them to take all copies of A Thread of Silver with them and
depart as quickly as possible, lest the Technic League attack again.

Each PC earns the Reading the Threads boon on her Chronicle sheet. You also met both success conditions, first by saving the book and second by preventing any Technic League agents from escaping. I'll report the game and get Chronicles uploaded by the end of the weekend. Thank you all for playing, and for patiently sticking with the game!


Technic Siege/Full Map

Again, the figth-to-the death tactics seem absolutely ridiculous. I could play the guy up as some kind of fanatic, but I'm using a little GM license again.

The man considers for half a moment, then drops his mace and holds up his empty hands.

"Alright, alright! Lock me in a cell, hells even kill me now if it's clean, but don't send me back to the Technic League!"

He is *very* obviously scared of how they punish failure.

You may question him, turn him over, whatever. Congratulations on your success!


Technic Siege/Full Map

The man, seeing his allies all fallen, looks the party over nervously.

"Any chance you'd be willing to offer me amnesty? I could exchange secrets in return for your Society's protection."


Technic Siege/Full Map

Guard reflex: 1d20 + 4 ⇒ (3) + 4 = 7
Man reflex: 1d20 + 6 ⇒ (16) + 6 = 22

The guard falls flat on his face, but the other man remains standing for now!

Belvica and Iso move in to slay the fallen warrior!

It does take both attacks.

Round 3:

Mavarion
Van Potter
Iso (-2)
Belvica (-15)
Skug (-2)
Man
Mylvwara

Skug is up!


Technic Siege/Full Map

Mylvwara's spell connect with the male guard, burning his arms with its corrosive nature.

The gearsman sizes up its opponents with its single eye, and swiftly decides to continue attacking Belvica.

Attack: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24

The attack *barely* misses the dwarf!

Round 3:

Mavarion
Human guard
Van Potter
Iso (-2)
Belvica (-15)
Skug (-2)
Man
Mylvwara
Gearsman (-26)


Technic Siege/Full Map

Thanks guys! I was mixing up DR and hardness in my mind. And you're right in that the robot is not an object. Unlike a certain animated chair I remember. Anyway. The robot has then taken 26 damage. Still looks pretty beat up.

-Posted with Wayfinder


Technic Siege/Full Map

Belvica's first attack strikes the gearsman full on, but the hardness of its armor prevents any damage.
The second swing is a miss.

@Mavarion, I'm honestly not sure how hardness interacts with the attack that you used. Was it all electricity damage?

Iso's first strike misses the mage, but his second hits home.

Then Skug sets to work. She *nearly* falls after his first attack hits. Then he misses with his second swing. Finally, he bites her neck and she faints from loss of blood!

Her allies fight on.

The man at the back casts a spell, and suddenly a terrible sound fills the room!

Iso, Skug, and Belvica take:

Sound Burst: 1d8 ⇒ 2

points of sonic damage.

The man steps back and pulls out a mace.

DC 16 Fort Save or be stunned from each of you.

Round 2:

Mavarion
Human guard
Van Potter
Iso (-2)
Belvica (-15)
Skug (-2)
Man
Mylvwara
Gearsman (-36)

Mylvwara is up!


Technic Siege/Full Map

Will: 1d20 + 11 ⇒ (2) + 11 = 13

WOW! She could only fail on a 3 or less!

Van Potter lets loose a spell that splits the air with a piercing shriek. The Technic League spellcaster tries to cover her ears, but is too late! She is bleeding from her ears and seems a bit dazed!

The armor moves in on the gearsman to help Belvica.

Attack + Haste: 1d20 + 5 + 1 ⇒ (18) + 5 + 1 = 24
damage: 1d8 + 3 ⇒ (2) + 3 = 5

The armor hits the robot, but the blow just glances off its armor plating.

The woman stands still, obviously still affected by Van Potter's magic!

Round 2:

Mavarion - attacked
Human guard - attacked
Van Potter - spell + armor
Woman (-35)
Iso
Belvica (-13?)
Skug
Man
Mylvwara
Gearsman (-36)


Technic Siege/Full Map

Mavarion's electric blast slams directly into the robotic warrior. Sparks fly as tendrils of energy flash throughout. Clearly, the blast did the machine serious harm. Yet it continues to function, if barely.

Now the human soldier tries to crack Skug with his flail.

Attack: 1d20 + 8 ⇒ (2) + 8 = 10

But the man misses completely!

Round 2:

Mavarion - attacked
Human guard - attacked
Van Potter
Woman (-24)
Iso
Belvica (-13?)
Skug
Man
Mylvwara
Gearsman (-36)


Technic Siege/Full Map

Skug moves into combat.

A man moves out from behind a bookshelf. He quickly casts a spell.

Mylvwara casts the spell from her wand and moves as well.

The gearsman strikes at Belvica with its electrified spear.

Attack: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27
Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Plus Electricity: 1d6 ⇒ 5

The spear hits, and discharges a small jolt of electricity in addition to doing normal damage.

Round 2:

Mavarion
Human guard
Van Potter
Woman (-24)
Iso
Belvica (-13?)
Skug
Man
Mylvwara
Gearsman


Technic Siege/Full Map

@Iso - thanks for the rules paste. Also, thanks for paying closer attention to the order than I did. Posting at work earlier so I was in a bit of a rush.

Iso, Mavarion, and the enchanted armor all shake off the effects of the slow spell and remain hastened by Van Potter!

Iso moves in and lands a telling blow on the enemy spellcaster. The wound leaves a nasty gash in her left side.

Belvica moves forward to join the fray!

Round 1:

Mavarion - attacked
Human guard -moved
Van Potter - cast haste and direct armor
Woman (-24) - cast slow
Iso - attacked
Belvica - double move
Skug
Man
Mylvwara
Gearsman

Skug is still up. Quick reminder to please roll a will save vs. the slow spell.


Technic Siege/Full Map

@Mylvwara - Welcome back!

Van Potter commands the aromor, and it steps forward to attack the closer guard.

In doing so, it provokes an attack of opportunity from the man.

AOO: 1d20 + 8 ⇒ (5) + 8 = 13

The guard misses, so the armor tries a slam attack!

Slam: 1d20 + 5 ⇒ (17) + 5 = 22
Damage: 1d8 + 3 ⇒ (8) + 3 = 11

It hits, dropping the man to the floor!

The woman casts a spell, and several members of the party feel as though their limbs want to slow down...

Will saves from Iso, Skug and Mvarion, please! She could technically catch you all, but I think you're the only ones she could see/know are here. DC 19 or be slowed, as per the spell.

Armor Will Save: 1d20 - 4 ⇒ (20) - 4 = 16

Round 1:

Mavarion
Human guard (0)
Van Potter
Woman
Iso
Belvica
Skug
Man
Mylvwara
Gearsman

Belvica and Skug!


Technic Siege/Full Map

Mavarion sends the table tumbling towards the nearest guard, striking him squarely in the back and head. Despite his obvious wounds, the man still stands.

The guards move. The badly injured one strikes at Iso with is flail held in both hands.

Attack: 1d20 + 8 ⇒ (6) + 8 = 14

The blow, lacking any force, is a miss.

Round 1:

Mavarion
Human guards (-34, 0)
Van Potter
Woman
Iso
Belvica
Skug
Man
Mylvwara
Gearsman

Van Potter!


Technic Siege/Full Map

Iso moves to the door, which had been cleverly built into the wall in secret, and Mavarion releases a catch on the desk. Meanwhile, the armor seems to respond to Van Potter well enough.

The door opens into the Lodge library, and you find a bunch of new friends, here to play.

A woman near the back calls out:

"Get them!"

Initiatives!:
Thilza: 1d20 + 1 ⇒ (16) + 1 = 17
Mithrandir: 1d20 + 1 ⇒ (5) + 1 = 6
Gearsman: 1d20 + 1 ⇒ (4) + 1 = 5
Men: 1d20 + 2 ⇒ (18) + 2 = 20
Mavarion: 1d20 + 4 ⇒ (19) + 4 = 23
Van Potter: 1d20 + 3 ⇒ (16) + 3 = 19
Skug: 1d20 + 3 ⇒ (4) + 3 = 7
Iso: 1d20 + 2 ⇒ (13) + 2 = 15
Belvica: 1d20 + 2 ⇒ (7) + 2 = 9
Mylvwara: 1d20 + 2 ⇒ (3) + 2 = 5

Round 1:

Mavarion
Human guards
Van Potter
Woman
Iso
Belvica
Skug
Man
Mylvwara
Gearsman

Mavarion is up!


Technic Siege/Full Map

The party takes a quick look around the room, but finds nothing out of the ordinary. Van Potter's spell only detects a magical aura around the suit of armor.

Iso does hear some faint scuffling sounds coming through the southern wall.

Meanwhile, Mavarion fits the gem inside the suit. Once in place, the armor stands up and walks off its platform a step.


Technic Siege/Full Map

@Van Potter - You definitely have knowledge of the entire Lodge - I am just keeping sections covered because the exact whereabouts of the Technic League agents is yet unknown.

Van Potter leads the way, and the party spills into Sharrowsmith's office. A massive oak table occupies much of the room. Several maps lay spread out on its surface, revealing areas of the Mwangi Expanse
south of Nantambu.

Sharrowsmith’s desk sits nestled in the corner of the room. All that remains on his desk is a ledger detailing recent transactions consistent with preparing to supply an extended expedition for a large group of agents.

Hanging on the west wall is a 20-foot-wide silken tapestry of a large city on the banks of a vast river. Shimmering silver thread depicts a ruined visage of the city superimposed on the image below, creating the
appearance of a city at once both whole and desolated.

The suit of Zenj ceremonial armor on display in the northeast corner of the office is an animated object missing a particular type of black diamond control gem.

As you explore, the hairs on your necks begin to itch...

Roll Perception checks, please!


Technic Siege/Full Map

@Skug. No, I wouldn't want you to! I have been a bit too slow to keep up with the map and key details. "Full Map" link shows the layout you would have learned before and a key with brief room descriptions.

@Belvica, as I was looking at the map, there's no way around back unless you go outside the wall. Even at a dead run that would take you the equivalent of about 4 turns to do. I'm fine with that but if you'd like a retcon I'm willing to do that also.

Skug, Iso and most of the team burst into the foyer of the Lodge! They find ... no one here.

The room is decorated with Mwangi cultural items and dominated by two large preserved reptiles. You would have learned this before. The large lizard in the southwest corner is a giant frilled lizard and the creature in the northwest corner is a pachycephalosaurus.

A massive compass rose with ivory inlay dominates the
center of the floor.


Technic Siege/Full Map

List of Rooms in Sharrowsmith's Exports:

A1: The Grand Bazaar
A2: Foyer
A3. Personal Appraisal Rooms
A4. Luxury Appraisal Rooms
A5. Sharrowsmith’s Office - ceremonial armor here to reactivate with gem
A6: Secret Foyer - wood golem located here that require baobab root to reactivate
A7: Lodge Lounge
A8: Library
A9: Kitchen
A10: Pantry
A11: Armory
A12: Sleeping Quarters
A13: Privy
A14: Stables
A15: Vault

I'll add a link to the full floor plan, but use the map already up for combat stuff, as the full map is too large to leave useful squares.


Technic Siege/Full Map

Glad to hear everyone is OK!

My week had been a bit of a whirlwind, starting with a business trip and ending with a funeral. I should be back at my own house tonight, so we'll keep pressing on.


Technic Siege/Full Map

Yes, you know the layout of the Lodge. I'll put up some descriptions later tonight for reference. Due to time elapsed, there wasn't time to reactivate things prior to the attack, but it can be done during.


Technic Siege/Full Map

"Technic League. They must be here for the book. I couldn't get it out before they broke in. But they can't haven't gotten far."


Technic Siege/Full Map

OK, I'm back and ready to go!

You return to Sharrowsmith's Exports. As you enter the courtyard, you see Arvellos Rand running *out* of the Lodge towards you, shouting:

"They're here! They broke through the back gate!"

There is a new map. I have all your tokens on it, but if you decide to enter the Lodge from the front door, I'd guess that you'll move in a double column. But if you'd rather swing out around the back, let me know. We're not quite in initiative yet...


Technic Siege/Full Map

I'm currently at the airport waiting for a flight. I'll be at a training conference until Wednesday night.

For now, we can wrap up any RP on your way back to the Lodge, reporting back to Aya, etc. and by Thursday night I can get the last map up!

-Posted with Wayfinder


Technic Siege/Full Map

@Van Potter, I agree with you. You may check your box with my compliments!

"You're a smooth one, aren't you? I still do need to come up with that thousand by next week. Let's see, if my buyers come through one some of these other pieces..."

"I could probably get by with 250 now."

So 400 GP total, or 67 each (most of you will make much of that back on Day Jobs). Which is big win, since one of the proposed resolutions in the scenario is for you to "settle his debt" to the tune of the full 1,000 GP!


Technic Siege/Full Map

@Mavarion: Sorry for not acknowledging before, but the disable check you rolled was not enough to crack the lock.

You pay off the toughs and they leave. Soon afterward Uzoma dusts himself off and speaks:

"You wouldn't by chance be in the market for a particular gem, would you? As you can see, I have a nice selection just now. I'll be honest, this black diamond here is the prize of the lot. It's a nice one, and under most circumstances I'd be asking 500 gold for it. But since you guys just helped me out, I'd be willing to take 10% off the top. Can you swing 450 between you? Like I said, I'll even give you credit for what you paid those sharks, so another 300 ok?"

Anyone who cares to take time appraising the gem can see that it is the Zenj jewel that you're looking for and is easily worth the 500 GP he quoted you.


Technic Siege/Full Map

Uzoma looksa the pair of thugs and chances to speak:

"Please, don't make things worse by fighting these men. More will just come around when you're not here to help. I can talk more once they're satisfied and gone, but maybe we could call your payment a deposit on any purchases you make here?"

Sorry if it's a bit railroady, but you get the idea that the shopkeeper is being truthful. Going after the local loan shark and bringing down his operation is a bit outside the scope of the scenario.


Technic Siege/Full Map

The man looks at Van Potter.

"OK, I like the way you think. I'd say that our boss would be willing to take 15% interest for a one-week extension. Only 150 gold, what do you say?"


Technic Siege/Full Map

"Oh, all right. This really is none of your business, but since you're being so *polite* about it..."

"This unfortunate jeweler here borrowed 1,000 GP from our boss, Tuma. Tuma's a real boon to local businesspeople, always willing to extend credit when the banks won't. Trouble is, Uzoma here says he needs more time to move his inventory. I say we just take it to settle the debt."

Van Potter does not sense any auras.


Technic Siege/Full Map

Mavarion enters the shop very quietly, and with both Iso and Skug bursting in, he is unnoticed. He can easily spot the gem, a large black diamond, securely placed within a locked glass display case.

Iso and Skug see a trio of men, one of whom turns to them:

"Take a hike. This fellow here owes us some money, maybe come back once he's paid up."

-Posted with Wayfinder


Technic Siege/Full Map

It's not spelled out, but the name would have been given to you by Aya Allahe.


Technic Siege/Full Map

Probably best this way. The "reward" for a sucessful misinformation campaign coupled with the other stuff is avoiding the the last fight. I think this group would be more than happy to tackle the League.

?: 1d3 ⇒ 3

After following up on Aya's leads, it still takes a bit of time to find the only jeweler with any Zenj jewels on hand. The shop is a small clay brick building, one of the few in town
with a permanent structure. From within come the sounds of a loud, one-sided discussion.

“You still owe 1,000 gold, Uzoma, you’ve had an extra escape his current situation. week to pay up. Now where’s the money?”


Technic Siege/Full Map

Sal answers the group:

"Look, I might as well be honest with you even though you probably won't like what I tell you."

"See, i sold a book to a guy named Arvellos Rand. These guys didn't like that. They're from the Technic League, and they don't like certain secrets getting outside of their homeland, or so they said. I'm ashamed to say it, but I caved. I told them that I sold the book to Rand, that he's a Pathfinder agent, and that he is staying at Sharrowsmith's Exports. I they seemed really stressed about getting that book back..."

Ok, so you have retrieved the baobab root. You can also try to find the Zenj jewel (used to reactivate another of the Lodge's defenses). Aya Allahe gave you a list of jewelers you can try. You also were starting to work on a misinformation campaign. You got the florist on your side, but then ended up following leads for Rand before spreading false trails. Let me know which way you want to go.


Technic Siege/Full Map

Iso and Skug make short work of the two remaining guards as for notches, you each drop one of them.

Turning towards the oread, Belvica lands a hit and Mavarion's assault finishes the job.

You can have your charge back, Van Potter.

The last man standing calls out:

"Hey, thanks! Those guys were really giving me the business! My name's Sal, by the way."

On the oread you find: potion of blur, potion of cure moderate wounds, potion of invisibility, scroll of delay poison, scroll of disguise self, scroll of heroism, wand of remove fear (7 charges); +1 chain shirt, mwk quarterstaff, dagger, shortbow with 20 arrows, 4 gp


Technic Siege/Full Map

First I want to apologize for disappearing again. I am much busier with year-end work than I expected to be, and I still have holiday commitments and kids home from school.

That said, I am highly motivated to get things moving again and finished, as I am only a few weeks away from our busiest time. I will post again tonight.


Technic Siege/Full Map

Ok, lets sort this out.

Van Potter's magical bolts strike true, but are unable to knock over any guards.

Mavarion tries to toss the guard again.

Fort. Save: 1d20 + 7 ⇒ (15) + 7 = 22

The guard definitely had a harder time keeping his feet this time around.

Skug Strictly speking first by init. order. Drops one guard with his first blow. He moves in on the second guard, previously only hurt by a magic missle. The flail wounds him terribly, but he still stands. Belvica's axe almost brings him down, but somehow he struggles on!

EDIT, I'll do some now.

The last two guards attack, the polearm-wielder drops his weapon and draws a flail, and both try to get Skug!

Flail 1: 1d20 + 8 ⇒ (12) + 8 = 20

Flail 2: 1d20 + 8 ⇒ (5) + 8 = 13

Neither one has the strength left to harm the mighty half-orc!

The oread gets closer, pulling a quarterstaff from his back. He calls out:

"May the judgement of Nethys be upon you!

And you guys are back up again!


Technic Siege/Full Map

Just dropped off for Christmas.

As for the Toppling spell issue, I've only seen it in play one other time. In that game the GM allowed a separate trip attempt for each missile (really each creature, since each was targeted with only one missile). So I'll go with that.

I can't help out when the dice turn against you, though. But I think your group will be fine!


Technic Siege/Full Map

@Van Potter - that 9 square blue area is acutally a floor-to-ceiling aquarium. I'm not sure you have line of sight for your wand, if that's required? That guard near Iso is seriously hurting, BTW.

Belvica's attack lands, followed swiftly by a flail stike and bite by Skug.

This is not quite enough to bring the fighter down, though.

The oread pulls out and quaffs a potion, while the guards press the attack!

Flail 1 vs. Skug: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22

Flail 2 vs. Skug: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21

Thankfully for Skug, he is well-trained to fight in close quarters and both strikes miss!

Guisamre v. Iso: 1d20 + 8 ⇒ (3) + 8 = 11

The third guard, clearly on his last legs, misses Iso badly.

ROUND 2:
Belvica
Skug
Bad Guys
Pathfinders!

Really, you can all post up through round 3 at this point.


Technic Siege/Full Map

Iso's attack is very powerful, but doesn't quite bring the guard down.

Fort Save: 1d20 + 7 ⇒ (18) + 7 = 25

Mavarion's mystic energies swirl around the man, but cannot gain purchase!

That would be a pretty sweet move to pull off!

ROUND 1:
Belvica
Skug
Bad Guys
Iso
Mavarion
Van Potter
Mylvwara

ROUND 2:
Belvica
Skug
Bad guys
"Good" guys

Top of round 2 can go ahead and post if you have time. I expect to be a bit occupied for the next 3 days, but I'll check in on occasion.


Technic Siege/Full Map

The oread in the back casts a spell, then moves towards the fight.

The guards, obvoiusly a well-drilled team, work together carefully. One moves in toward Skug with his ally, not quite flanking the half-orc.

Flail 1 vs. Skug: 1d20 + 8 ⇒ (16) + 8 = 24
Damage: 1d8 + 3 ⇒ (2) + 3 = 5

Flail 2 vs. Skug: 1d20 + 8 ⇒ (11) + 8 = 19

One attack hits, and it hurts a bit more than the alchemist's dagger.

The third guard tries to hit Iso with his guisarme.

Guisarme vs. Iso: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 2d4 + 4 ⇒ (1, 4) + 4 = 9

The attsck also hits!

ROUND 1:
Belvica
Skug
Bad guys
The rest of the team!


Technic Siege/Full Map

Initiative:
Oread: 1d20 + 6 ⇒ (9) + 6 = 15
Guards: 1d20 + 2 ⇒ (13) + 2 = 15

Skug: 1d20 + 3 ⇒ (16) + 3 = 19
Belvica: 1d20 + 2 ⇒ (17) + 2 = 19
Iso: 1d20 + 2 ⇒ (7) + 2 = 9
Mavarion: 1d20 + 4 ⇒ (2) + 4 = 6
Van Potter: 1d20 + 3 ⇒ (8) + 3 = 11

Iso's knock throws the door open. Belivca and Mavarion enter. They see a male oread sitting in a chair in the far corner of the bar. Three men have weapons drawn and are similarly garbed to each other. One of the three is questioning a fourth man. The moment they see you, they turn to attack!

ROUND 1:
Skug
Belvica
Oread
Guards
Van Potter
Iso
Mavarion


Technic Siege/Full Map

@grimdog. That would be awesome if the GM is OK with it!

-Posted with Wayfinder

1 to 50 of 2,990 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>