Syvet

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73 posts. Alias of Leesa Coombes.


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Veteran's Vault Map

Searching the room you find a hole under the table that you're all too big to fit in.

Following Sascha's directions, you find her stash under flagstones in an unlocked cell. It contains a masterwork breastplate, a set of masterwork butterfly swords, a pearl-studded silver brooch in the shape of a dove, two spelunking kits, two scrolls of mage armor, a scroll of grease, a ring of protection (+1 once it has been identified), a fine emerald, and a pouch of platinum pieces. You also find a tarnished, plain silver locket whose interior bears only the inscription “Ever Yours—EK.”.

You then head out of the sewers (after a quick visit with Togg) and again meet with Canayven and Sascha, the former Pathfinder anxiously inquires about her locket. When you give it back to her, she gives her heartfelt thanks to the Pathfinders and the society and pledges her friendship to both.


Veteran's Vault Map

The tiny fey creature slips away going through a tiny hole in what you suspect may be the broken secret door you discovered earlier.

Withdrawl action, no AOO


Veteran's Vault Map

Lugrok casts a spell and there is a flash of light from an area near the corner, from within that flash you hear a small yelp. Ver'Yanion realizes he is too far away to hit that area with his spell but is sure the yelp came from the exact spot the light was in. A second yelp comes from the same square as the acid splashes into it.

Ringo and Gronak notice a tiny creature as a bolt of energy shoots from it and hits Lugrok.
Magic Missile: 1d4 + 1 ⇒ (4) + 1 = 5
It then scurries over toward the door.
I think given that it is tiny it can get past Gronak to the south without triggering an AOO, but if I'm wrong, swing away

Combat Tracker-Bold may act
Ringo
Ver’Yanion
Gronak
Lugrok
GM
Urk -1 dex & sleeping
Nariso - was on delay


Veteran's Vault Map

Combat Tracker-Bold may act
Ringo
Ver’Yanion
Gronak
Lugrok

GM
Urk -1 dex & sleeping
Nariso - delay


Veteran's Vault Map

Repost of the post that disappeared
Ringo hears something coming from the corner of the room but can't pinpoint exactly where from, so he steps over and gives Gronak a swift kick in the ribs to wake him up.

Now awake, Gronak also notices sounds coming from that corner.

Combat Tracker-Bold may act
Ringo
Ver’Yanion
Gronak - sleeping
Lugrok
GM
Urk -1 dex
Nariso

The sounds from the corner stop,
Lugrok Will: 1d20 + 5 ⇒ (20) + 5 = 25
Urk Will: 1d20 + 1 ⇒ (1) + 1 = 2

Lugrok lets out a small yawn and Urk flops on his side and starts snoring like thunder.


Veteran's Vault Map

At Urk's squeal & headbutt Lugrok starts awake, as does Ver'Yanion to Narios' shaking and prodding. They both glance around to find themselves on the ground amongst the scattered torture implements but fortunately, none seem to have pierced their skin or armor. Gronak snores softly nearby.

Combat Tracker-Bold may act
Ringo
Ver’Yanion
Gronak - sleeping
Lugrok

GM
Urk -1 dex
Nariso


Veteran's Vault Map

With Ringo's swing, the darkmantle seems to become more unconscious.

The sounds from behind the barrel stop...

Gronak Will Save: 1d20 + 1 ⇒ (3) + 1 = 4
Ver'Yanion Will Save: 1d20 + 2 ⇒ (6) + 2 = 8
Lugrok Will Save: 1d20 + 5 ⇒ (3) + 5 = 8

And Gronak, Ver'Yanion & Lugrok all start snoring. And Urk noticed the scent he had picked up weaken.

Combat Tracker-Bold may act
Ringo
Ver’Yanion
Gronak
Lugrok
GM
Urk -1 dex
Nariso


Veteran's Vault Map

Ver'Yanion recalls that dark mantles can cast darkness.

Nariso easily recognizes that color spray was cast.

Urk feels like he has fought off the poison and will get no sicker. Looking and sniffing at the air he seems to indicate there is something behind the second barrel

Combat Tracker-Bold may act
Ringo
Ver’Yanion
Gronak
Lugrok

GM
Urk -1 dex
Nariso


Veteran's Vault Map

Forgot to roll for the damage Urk took on the surprise round
poison: 1d3 ⇒ 1 Dex damage

While Gronak turns the centipede into a fine pink mist, Ver Yanion recognizes the creature as a darkmantle (ask 1 question) and his spell goes off causing it to slump over on the table.

unconscious, blinded, and stunned: 2d4 ⇒ (2, 1) = 3
blinded, and stunned: 1d4 ⇒ 1
stunned 1 round

Combat Tracker-Bold may act
Ringo
Ver’Yanion
Gronak
Lugrok
GM
Urk -1 dex, fort save
Nariso

There seem to be some sort of subtle sounds coming from within the circled area.


Veteran's Vault Map

Suddenly a giant centipede appears behind Urk and tries to bite him.
centipede: 1d20 + 2 ⇒ (18) + 2 = 201d6 - 1 ⇒ (6) - 1 = 5
Urk Fort: 1d20 + 5 ⇒ (6) + 5 = 11

And a creature falls from the roof landing on the table. It opens like
a hideous octopus, its thin, hook-lined tentacles connected by a fleshy web.

Combat Tracker-Bold may act
Ringo
Ver’Yanion
Gronak
Lugrok

GM
Urk
Nariso


Veteran's Vault Map

With a quick look around Lugrok & Ringo realize the scattered torture implements make navigating the room very dangerous and moving slowly is the safest bet.

Does anyone who moved into the room want to change anything?

GM only:

Ver: 1d100 ⇒ 68
Lugrok: 1d100 ⇒ 88
Urk: 1d100 ⇒ 35
Ringo: 1d100 ⇒ 49

If no one changes their action:

As you move into the room, Ringo and Urk let out yelps of pain as they step on one of the rusty, blood-covered items.
Ringo fort: 1d20 + 3 ⇒ (2) + 3 = 5
Urk fort: 1d20 + 5 ⇒ (9) + 5 = 14
As Ringo pokes the table you hear a sound from under it
Party Initiatives
GM: 1d20 + 6 ⇒ (5) + 6 = 11
Gronak: 1d20 + 1 ⇒ (18) + 1 = 19
Lugrok: 1d20 + 1 ⇒ (16) + 1 = 17
Nariso: 1d20 + 0 ⇒ (1) + 0 = 1
Ver’Yanion: 1d20 + 9 ⇒ (13) + 9 = 22
Ringo: 1d20 + 4 ⇒ (20) + 4 = 24
Urk: 1d20 + 1 ⇒ (4) + 1 = 5


Veteran's Vault Map

Finding no traps and the door unlocked Ver'Yanion opens it to see the room contains racks, iron maidens, and other implements of torture. Near the center of the room, a massive table with manacles hanging from each corner bears testament to grisly interrogations, and nearby a pair of wooden tubs stand empty. Against the north wall stand several empty racks and hooks for holding weapons or tools; the items that once hung there are now scattered in disarray across the floor. They are also carvings and paintings of symbols throughout the room.


Veteran's Vault Map

Ver'Yanion arrives uneventfully at the door. Nothing has attacked and he senses no traps in the area.


Veteran's Vault Map

The elf unlocks 3 of the doors with ease, the 4th gives him a bit of trouble but it does finally open. Based on what you find it seems these rooms have served as burial niches, sleeping quarters, prison cells, or storage depending on the need at the time. Nothing special is in any of those with locked doors, the group suspects that Sascha locked a few as red herrings for would-be thieves.


Veteran's Vault Map

Ver'Yanion & Ringo see small cramped cells, some containing old blankets through the small windows in the wooden doors.

If anyone tries the cell doors:
4 are locked

Moving forward you find there is indeed a hallway off to the left and it is lined with more wooden doors just like those in this room. A few steps and another set of double doors are at the end of the hall.


Veteran's Vault Map

Nothing attacks when the door is swung open. Stepping forward Lugrok & Ringo see an area of cut stone block construction with arched ceilings that reach a height of ten feet. Sturdy wooden doors line the walls, but years of neglect & mildew have eaten away at the facades. There appears to be another room or hall off to the left.


Veteran's Vault Map

The first few steps of this small set of stairs are slick from algae and moss. They rise to a stone and steel door worked with designs of riders on horseback. Etched into the center of the door is a horse head emblem with a fleck of ruby-red glass for an eye. The edges of the door bear depictions of Shoanti on horseback fighting horned, winged monsters. Though Sascha has not been back to the vault to check on the state of her cache in many years, the trap protecting the chamber was well made and well set, making it as deadly and well hidden as the day it was installed.

Despite Sascha's skills, Ver'Yanion makes quick work of the trap.


Veteran's Vault Map

After pulling out the directions and looking around for trouble, you see none, the group proceeds on and comes to a small set of stairs with double doors at the top. As per the directions you expect these doors to be trapped. Other than your footsteps and Urk's sniffing/grunting all is quiet, you suspect that the ooze and the fey were the only creatures inhabiting this area currently.


Veteran's Vault Map

Looking down the sewer tunnel Lugrok sees another junction, but nothing that seems to be of a threatening nature.


Veteran's Vault Map

No longer sure which direction is north being down in the sewer tunnels,
Ringo heads back to the t-junction to get his bearings. Standing with his back towards the eroded cavern he realizes to the right is a dead-end however to the left the tunnel does carry on past the range of his vision as it is quite dimly-lit down here.


Veteran's Vault Map

Open/close does nothing as the door is completely inoperable. This area definitely does not appear to be part of the sewer system, more like something created by erosion that has not been used by anything other than sewer inhabitants for an extremely long time.


Veteran's Vault Map

Floor is dirt/rough stone, definitely a not a man-made passage.
There is a small hole in the formerly secret door that looks like tiny creatures may have been using to get into the room behind. Other than that there is nothing else of interest in this dead-end area.


Veteran's Vault Map

Looking at the no longer secret door, you suspect with enough time and the appropriate tools you probably could break it down. However, it would not be quiet and it would not be quick.


Veteran's Vault Map

Ver'Yanion quickly realizes the mechanism has been broken beyond repair and the door is permanently disabled.


Veteran's Vault Map

At the end of the tunnel, Lugrok & Urk find a stone wall used to swing outward as a secret door. However, the mechanism for opening it has been intentionally broken and is thoroughly rusted.


Veteran's Vault Map

The tunnel comes to a dead-end around the corner. Perception check if you want to look around.


Veteran's Vault Map

Lugrok follows Urk's indication & swigs, his axe making firm contact. With the combination of Urk's actions and Lugrok's attack, Ver'Yanion knows just where to put his Telekinetic Fist and a tiny creature drops to the ground.

Knowledge Nature I'll assume Lugrok & Ringo both take 10 :
It is a tiny gremlin known as a Jinkin. They are tricksters that are really good at hiding and tinkering. They are also pretty good with traps. They can see in all levels of light, can use prestidigitation at will and dimension door multiple times per day

Combat over. Ver'Yanion is still down 8 hp


Veteran's Vault Map

Urk sniffs the air and starts walking. All of a sudden he stops and bristles at something no one else has been able to spot.

Great choice on where you placed him the creature is in the half square by him


Veteran's Vault Map

Looking around neither Ringo nor Ver'Yanion can see anything that may have shot at them.

Combat Tracker-Bold may act
Ver’Yanion (-12 hp)
Ringo
Ememies
Lugrok
Gronak
Nariso
Urk

Unseen enemy vs Ver'Yanion: 1d20 + 6 ⇒ (5) + 6 = 111d4 + 1d6 ⇒ (1) + (1) = 2

A tiny crossbow bolt cleanly misses Ver'Yanion


Veteran's Vault Map

Gronak makes firm contact and the ooze is well & truly dead.

Combat Tracker-Bold may act
Ver’Yanion (-12 hp)
Ringo

Ememies
Lugrok
Gronak
Nariso
Urk


Veteran's Vault Map

Ver'Yanion doesn't see what shot him and takes a swing at the ooze, missing. I'll let you do both since you were the one that got hit

AoO: 1d20 + 3 ⇒ (3) + 3 = 61d4 ⇒ 1 acid: 1d8 ⇒ 1

Combat Tracker-Bold may act
Ver’Yanion (-12 hp)
Ringo
Ememies
Lugrok
Gronak (already moved)
Nariso
Urk

ooze vs Ringo: 1d20 + 3 ⇒ (2) + 3 = 51d4 ⇒ 1 acid: 1d8 ⇒ 8
unseen enemy vs Ver'Yanion: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 1d6 ⇒ (3) + (2) = 5


Veteran's Vault Map

Is Ringo telling the party what it is?


Veteran's Vault Map

Lugrok looks around but all he can see is the same creature as Ringo & Urk.


Veteran's Vault Map

Right now they are the only two that see anything but if anyone wants to make a perception check go ahead. If you make a 15 you see the same thing they do and can roll the knowledge check.

GM only:
36


Veteran's Vault Map

Looking around Lugrok just sees more tunnel off to the right I adjusted the slide to include what you can see

As Ver'Yanion steps down the tunnel a tiny crossbow bolt flies at him.
crossbow: 1d20 + 6 ⇒ (13) + 6 = 191d4 + 1d6 ⇒ (2) + (5) = 7

Meanwhile, Urk & Ringo both notice a creature across the tunnel.

KN Dungeoneering 12:
It is a garden ooze. Standard ooze traits

KN Dungeoneering 17:
A garden ooze excretes digestive acid that can dissolve flesh. Creatures made of harder materials or plant matter are immune to the ooze’s acid.

KN Dungeoneering 22+:
Once every 24 hours, a garden ooze can release foul-smelling gases in a 5-foot-radius spread centered on the ooze. The stench of these vapors is overpowering during the first round it exists, causing living creatures within it to become sickened for 1d3 rounds (Fort negates). Also, it has a terrible Will save

Party Initiatives:

Ver’Yanion: 1d20 + 9 ⇒ (18) + 9 = 27
Gronak: 1d20 + 1 ⇒ (8) + 1 = 9
Lugrok: 1d20 + 1 ⇒ (11) + 1 = 12
Ringo: 1d20 + 4 ⇒ (17) + 4 = 21
Nariso: 1d20 + 0 ⇒ (8) + 0 = 8
Urk: 1d20 + 1 ⇒ (4) + 1 = 5
GM: 1d20 + 4 ⇒ (13) + 4 = 17

Combat Tracker-Bold may act
Ver’Yanion (-7 hp)
Ringo

Ememies
Lugrok
Gronak
Nariso
Urk


Veteran's Vault Map

Continuing to follow Sascha's directions the group enters a new section of the sewers. On a quick glance, it is much like the area where you entered, slimy & gross.
The tunnel you enter from comes to a t-junction. The left path ends almost immediately, but the right continues on further. In front of you, a natural cleft in the rocky soil breaches the sewer wall and rises gently to the north. Heaps of stranded organic material and garbage litter the opening, from which emanates a pungent stink even stronger than the complex’s already unpleasant odour.


Veteran's Vault Map

Ver'Yanion easily drops the large plant
it had one hp left

Ringo sees the large plant fall so he steps over to the small one and slashes it to pieces.

Dealing with the spores from the large plant, Nariso was out of range
Urk fort save: 1d20 + 5 ⇒ (16) + 5 = 21
Ver’Yanion fort save: 1d20 + 1 ⇒ (12) + 1 = 13
Ringo fort save: 1d20 + 3 ⇒ (5) + 3 = 8
Lugrok fort save: 1d20 + 4 ⇒ (1) + 4 = 5
Gronak fort save: 1d20 + 4 ⇒ (9) + 4 = 13

Fort save 14:
Failure reduces vision to 10 feet for 1 min. Spending a full round washing eyes with water clears the spores from your eyes.


Veteran's Vault Map

Nariso successfully wakes up Urk. While Gronak and Lugrok snore away.

Urk may act now that he has been woken up.

Combat Tracker-Bold may act
Urk
Ver’Yanion
Ringo
Lugrok - sleeping

Big plant -14hp
Little plant #3
Nariso
Gronak - sleeping


Veteran's Vault Map

After the party fails to do any damage the plants retaliate. The small plant releases a cloud of pollen.

Ver’Yanion will save: 1d20 + 2 ⇒ (17) + 2 = 19 Saved

Lugrok will save: 1d20 + 5 ⇒ (4) + 5 = 9
mins asleep: 1d3 ⇒ 1
Urk will save: 1d20 + 1 ⇒ (11) + 1 = 12
mins asleep: 1d3 ⇒ 1
Gronak will save: 1d20 + 1 ⇒ (8) + 1 = 9
mins asleep: 1d3 ⇒ 3

Combat Tracker-Bold may act
Ver’Yanion
Ringo
Lugrok
Nariso
Big plant -14hp
Little plant #3
Urk - sleeping
Gronak - sleeping

Big plant claw 1: 1d20 + 2 ⇒ (3) + 2 = 51d3 ⇒ 2
claw 2: 1d20 + 2 ⇒ (1) + 2 = 31d3 ⇒ 3

You did notice a cloud of spores come off the large plant when Gronak hit it that seem to have gotten into your eyes.
Effect makes little to no difference for this combat due to the close spacing, will deal with it after


Veteran's Vault Map

Slightly distracted by worry about his friend Urk ineffectually gores at the small plant.

With a mighty swing, Gronak does significant damage to the large plant.

Combat Tracker-Bold may act
Ver’Yanion
Ringo
Lugrok
Nariso

Big plant
Little plant #3
Urk
Gronak


Veteran's Vault Map

Ringo moves up drawing opportunistic attacks from all plants

Little plant 2 AoO: 1d20 + 0 ⇒ (7) + 0 = 71d3 - 1 ⇒ (1) - 1 = 01d2 ⇒ 1
Little plant 3 AoO: 1d20 + 0 ⇒ (14) + 0 = 141d3 - 1 ⇒ (1) - 1 = 01d2 ⇒ 1
Big plant AoO: 1d20 + 2 ⇒ (3) + 2 = 52d6 ⇒ (6, 5) = 11

Ver'Yanion swings at #2 and makes a pile of mulch. However, Lugrok fails to content with # 3.

Combat Tracker-Bold may act
Ver’Yanion
Ringo
Lugrok
Nariso
Big plant
Little plant #3
Urk
Gronak

Little plant 3 vs Lugrok sting 1: 1d20 + 0 ⇒ (18) + 0 = 181d3 - 1 ⇒ (3) - 1 = 21d2 ⇒ 1
sting 2: 1d20 + 0 ⇒ (20) + 0 = 201d3 - 1 ⇒ (3) - 1 = 21d2 ⇒ 2
Big plant vs Ver’Yanion claw 1: 1d20 + 2 ⇒ (12) + 2 = 141d3 ⇒ 3
claw 2: 1d20 + 2 ⇒ (13) + 2 = 151d3 ⇒ 1


Veteran's Vault Map

Urk rushes forward and rips a huge hole in the plant, but it doesn't fall. Gronak moves up and lets his momentum support his swing as he turns the plant on the other side of the sewer in compost.

Combat Tracker-Bold may act
Ver’Yanion
Ringo
Lugrok
Nariso

Big plant
Little plants (#1 an ex-plant, #2 -6, #3 untouched)
Urk
Gronak


Veteran's Vault Map

As Ringo moves forward all of little the plants attack him.

Attacks of opportunity
Little plant 1 AoO:: 1d20 + 0 + 2 ⇒ (2) + 0 + 2 = 41d3 - 1 ⇒ (2) - 1 = 11d2 ⇒ 2
Little plant 2 AoO:: 1d20 + 0 + 2 ⇒ (17) + 0 + 2 = 191d3 - 1 ⇒ (3) - 1 = 21d2 ⇒ 2
Little plant 3 AoO:: 1d20 + 0 ⇒ (13) + 0 = 131d3 - 1 ⇒ (1) - 1 = 01d2 ⇒ 1
Ringo moves past them with no damage

Plants attack. The big plant & little plants 2 & 3 attack Ringo, Little plant 1 attacks Lugrok

Big plant Claw 1:: 1d20 + 2 ⇒ (6) + 2 = 81d3 ⇒ 1
Big plant Claw 2:: 1d20 + 2 ⇒ (1) + 2 = 31d3 ⇒ 1

Little plant 1 sting 1:: 1d20 + 0 ⇒ (8) + 0 = 81d3 - 1 ⇒ (1) - 1 = 01d2 ⇒ 1
Little plant 1 sting 2:: 1d20 + 0 ⇒ (2) + 0 = 21d3 - 1 ⇒ (3) - 1 = 21d2 ⇒ 2

Little plant 2 sting 1:: 1d20 + 0 ⇒ (7) + 0 = 71d3 - 1 ⇒ (3) - 1 = 21d2 ⇒ 1
Little plant 2 sting 2:: 1d20 + 0 ⇒ (18) + 0 = 181d3 - 1 ⇒ (1) - 1 = 01d2 ⇒ 2

Little plant 3 sting 1:: 1d20 + 0 ⇒ (13) + 0 = 131d3 - 1 ⇒ (3) - 1 = 21d2 ⇒ 1
Little plant 3 sting 2:: 1d20 + 0 ⇒ (11) + 0 = 111d3 - 1 ⇒ (3) - 1 = 21d2 ⇒ 2

Flurry of misses ;)

Combat Tracker-Bold may act
Ver’Yanion
Ringo
Lugrok
Nariso
Big plant
Little plants
Urk
Gronak


Veteran's Vault Map

Noticing nothing the party begins to make their way toward & thru the garden. As soon Ver'Yanion gets beside the plants they attack.

Big plant: 1d20 + 4 ⇒ (7) + 4 = 11
Little plant 1: 1d20 + 0 ⇒ (13) + 0 = 131d3 - 1 ⇒ (2) - 1 = 1
Little plant 2: 1d20 + 0 ⇒ (6) + 0 = 61d3 - 1 ⇒ (1) - 1 = 0

They all miss

Party Initiatives:

Ver’Yanion: 1d20 + 9 ⇒ (14) + 9 = 23
Nariso: 1d20 + 0 ⇒ (7) + 0 = 7
Lugrok: 1d20 + 1 ⇒ (8) + 1 = 9
Gronak: 1d20 + 1 ⇒ (1) + 1 = 2
Ringo: 1d20 + 4 ⇒ (18) + 4 = 22
Little plants: 1d20 + 1 ⇒ (4) + 1 = 5
Urk: 1d20 + 1 ⇒ (2) + 1 = 3
Big plant: 1d20 + 2 ⇒ (4) + 2 = 6

Combat Tracker-Bold may act
Ver’Yanion
Ringo
Lugrok
Nariso

Big plant
Little plants
Urk
Gronak


Veteran's Vault Map

Lugrok is unsure if any of the plants are dangerous, Ringo does realize that this accumulation of plants seems to be more of a garden than natural growth.


Veteran's Vault Map

Everyone gets the feeling that Urk can smell something behind the statue, but none of you see anything.

When you exit the other side of the pipe you find the channel to be clogged with fallen rubble from an earlier excavation. This slows the water flow and causes an accumulating mass of sewage on one side. A thick carpet of moss and fungus (a wide variety of green, blue, and ochre-coloured specimens, extraordinary even for such a location.) sprawls across the top of the debris and hangs from the ceiling, with several larger mounds of fungus clinging to the walls or stemming from the hole to the east. Wispy blue tendrils descend from the ceiling and almost touch the water, creating a thin, eerie curtain of plant matter.


Veteran's Vault Map

GM only:
1d20 + 16 ⇒ (18) + 16 = 34

Nariso does not notice anything, however, Urk does continue to sniff toward the area of the statue.

What are you doing with Pellius?


Veteran's Vault Map

Ringo realizes Pellius is still alive. However, Marixite is definitely dead and on him you find:
Masterwork quarterstaff, acid, a potion, studded leather, 2 daggers and 1 gp

Naiso detect magic:
The faint aura on the eyes is quickly fading, it seems to be from a spell in the universal school. There is no other magic on the statue & the statue is not magical

Ver'Yanion detect magic:
A faint aura on the eyes of the statue that is quickly fading

Ver'Yanion senses no traps and he & Urk safely approach the statue. Once there Urk's nose twitches as if he has picked up the scent of something. And Ver'Yanion notices that there is a small shrine centered around the large statue of a rat, around which handfuls of baubles and trinkets lie as if left as offerings. He also notes the nearly every brick bears some type of scratch marks, many having the appearance of writing without actually forming coherent letters.

About one foot above the walkway on the southern wall is the pipe Marixite and Pellius crawled out of.


Veteran's Vault Map

Ringo strikes Marixite a solid blow before Gronak steps in and drops him.

Combat Over

What do you do now?

Heal check Marixite:
He is dead

Heal check Pellius:
unconscious but alive

Naiso detect magic:
faint aura on the eyes of the statue


Veteran's Vault Map

Ver'Yanion & Urk attack Marixite but are unsuccessful.

Combat Tracker, round 2-Bold may act
Ver'Yanion
Urk
Gronak -5hp
Ringo

Lugrok
Max&Pell
Nariso

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