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101 posts. Alias of Kumakawa.


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Vigilant Seal

Sakura, you didn't provide an email address. If you're not comfortable sharing it, is there another avenue I can use to send your chronicle sheet to you? Discord perhaps?

Vigilant Seal

Following the entreaties by Ryskovich and Shenendril, Vylk extends a trembling hand, clawed fingers extended, palm up as if cupped to gather the moonlight itself.

"Can this really be at an end?" the werewolf asks, its voice sounding less wolven and more like a man's than it had a moment earlier.

And that's a wrap! Nice work on surviving the high tier. I'll get chronicle sheets out to you guys shortly. I'll leave the day job section blank. Feel free to roll here and fill it in yourselves.

Vigilant Seal

The tension goes out of his muscled frame and his voice breaks as he says, "You're right, but what does it matter? I have already done so much, lost so much of myself to the wolf. Even now, you cannot imagine how much it takes for me not to spill your blood. I'd never make it to Absalom to get the wolfsbane I need to end it."

One more success on Diplomacy will settle this. Offering him the wolfsbane you bought will grant you a bonus. The DC has lowered as his attitude has improved, but do be careful as a substantial failure can still provoke a fight.

Vigilant Seal

Vylk snarls and clenches a fist. It's clear your words are having an affect.

"You don't know what it was LIKE! They all turned on me! Markov turned on me! I HATE what I've become. But I hate them more."

His attitude is improving. A little more of a nudge and violence might be avoided.

Vigilant Seal

The great beast cocks his head, as though affected by Sakura's plea. Vylk locks eyes with her, seemingly willing to listen, though a low growl issues from his throat when the others chime in.

You get the sense that some part of Vylk is still in there and he's willing to listen. But he's poised on a knife edge. Another significant failure and he's likely to attack.

Vigilant Seal

Ryskovich walks a narrow plank out over a sinkhole. The beam is more pliant than he'd anticipated and it bows dangerously, leaving the swashbuckler waving his arms to avoid falling in.

Meanwhile, with a burst of speed, Ilarien soars above a crowded mob and a high wall, speeding past the lumbering werewolf. She turns to face him from a safe height, the Rutowski manor looming in the near distance at her back.

The werebeast pauses its gallop, locks eyes with her, curls its lip and snarls.

As the others come running up the street, Vilk casts a glance their way and says in a guttural tone, "So you're the lap dogs the Society sent after me? Too little, too late."

Ilarien clearly hears the sound of growling from an alley beside Vilk. Another of those fiendish wolfhounds lurks there.

"How shall we do this, little ones?" Vilk says, as the rest of the team catches up.

You have the option of trying to reason with him, or you can simply attack. If you'd like to go the diplomatic route, please give us a little RP and a diplo check.

>>>map<<<

Vigilant Seal

Botting Sakura...

Swim: 1d20 + 4 ⇒ (8) + 4 = 12

Sakura makes no progress. The werewolf goes along the top of the wall.

acro: 1d20 + 15 ⇒ (19) + 15 = 34

Vylk is getting ever closer to the Rutowski Townhouse!

~~+~~Initiative~~+~

Shenedril
Ryskovich
Ilarien
Zeta
Sakura

Vylk

slides

Vigilant Seal

~~+~~Initiative~~+~

Shenedril
Ryskovich
Ilarien
Zeta
Sakura

Vylk

Vigilant Seal

Ilarien, because you have a fly speed of 60', you should be getting a +6 to these checks. If that would have affected any of your previous roles, feel free to retcon.

Ryskovich, because you failed the stealth check by less than 5, you can still advance one square. (I've moved your token.)

Vigilant Seal

~~+~~Initiative~~+~

Shenedril
Ryskovich
Ilarien
Zeta
Sakura

Vylk

SLIDES

Reposting the slides for your convenience.

Vigilant Seal

1d20 + 15 ⇒ (16) + 15 = 31

~~+~~Initiative~~+~

Shenedril
Ryskovich
Ilarien
Zeta
Sakura

Vylk

Vigilant Seal

Ryskovich, the map moves like a snake. So, the next square after Crumbling Bridge is Guard Station, directly beneath the Bridge. To answer your earlier question, the werewolf is in Lingering Mob, (though I'm about to roll to advance him).

Vigilant Seal

Vylk walks the plank.

acro: 1d20 + 19 ⇒ (15) + 19 = 34

~~+~~Initiative~~+~

Shenedril
Ryskovich
Ilarien
Zeta
Sakura

Vylk

Vigilant Seal

~~+~~Initiative~~+~

Shenedril
Ryskovich
Ilarien
Zeta
Sakura

Vylk

Bold is up! (The encounter will end if any of you end your turn in his square.

Vigilant Seal

Spoiler:
1d20 + 23 ⇒ (16) + 23 = 39
1d20 + 15 ⇒ (7) + 15 = 22

Yes. Sorry, I should've placed him on the chart and in initiative.

Ilarien, with your fly hex, you get a +6 bonus to all your checks due to your increased speed. (You get +2 for every ten feet by which you exceed 30' and likewise take a -2 for each 10' by which you are below 30'.

Vigilant Seal

That's no problem, Ilarien. Feel free to get creative with your abilities if you're not confident you can make one of the skill checks.

~~+~~Initiative~~+~

Shenedril
Ryskovich
Ilarien
Zeta
Sakura

Feel free to move yourselves on the slides.

Vigilant Seal

I suppose it's 6 seconds? From an immersion point of view, that's a little weird, but we're also requiring multiple people to batter down a door, so let's just treat it like normal initiative.

Vigilant Seal

When you're ready...

Tracking Venk through the rest of the sewer is pretty straightforward, as he ran through the muck seemingly in a blind dash. You emerge from a stinking outpipe.

The mouth-filling stench of the sewers finally breaks in the
relatively fresh air of Ardis’s docks. The moonlight shining
down upon the weathered stones beneath the sewer gate
catches a glint of gold: a small, worn locket smashed upon
the rocks holds a pair of tiny portraits. One shows a Vonran
Vilk who might have walked the streets fifty years ago. The
other, torn and gnawed, shows Markov Rutowski—Vilk’s
former lover.

A wolf's howl pierces the air and you see the terrible werewolf bolting down a city street, heading toward the home of Markov Rutowski!

From here, you have to engage in a chase sequence. I posted the rules on the slide. You can act in any order, but to keep things orderly, let's go one at a time. We haven't heard from Zandu in quite a while, so let's just leave him out of this sequence.

Bold can act!

~~+~~Initiative~~+~

Shenedril
Ryskovich
Ilarien
Zeta
Sakura

>>>slides<<<

Vigilant Seal

The last ooze goes down under a welt of attacks. Vellestir's breath evaporates the last of it.

Shenendril, you can keep that spell slot as it wasn't needed.

Out of initiative

You guys do have the foot pursuit to think about, but to metagame a but, you have time to heal up.

Vigilant Seal

Will: 1d20 - 3 ⇒ (14) - 3 = 11

Ilarien finds it laughably easy to affect the Pink ooze's mind as her elemental bashes the Green one out of existence. Pink slurks forward and tries to slam Shenedril, but can't connect.

1d20 + 5 ⇒ (9) + 5 = 14
1d20 + 5 ⇒ (3) + 5 = 8

~~+~~Initiative~~+~~

Shenendril -4 hp, -7 dex (round 2)
Sakura -24
Zandu
Ryskovich
Ilarien
Zeta
-4
Pink Ooze

Vigilant Seal

Ilarien is still up.

~~+~~Initiative~~+~~

Shenendril -4 hp, -7 dex (round 2)
Sakura -24
Zandu
Ryskovich
Ilarien
Zeta -4
Green Ooze -27
Pink Ooze

Vigilant Seal

Indeed, it seems not to be taking damage from the halberd and the spear, though I'd normally require you to make a knowledge check to suss that out. We're far enough into the combat that your PCs would probably have noticed this.

Vigilant Seal

Sakura lands a solid shot on the ooze, leaving it wobbling.

Zandu takes a 5' step closer to the action and fires his blast at the swarm, destroying it!

kinetiist thing: 1d20 + 9 ⇒ (11) + 9 = 20
2d6 + 7 ⇒ (3, 3) + 7 = 13

~~+~~Initiative~~+~~

Shenendril -4 hp, -7 dex (round 2)
Sakura -24
Zandu
Ryskovich
Ilarien
Zeta
-4
Green Ooze -27
Pink Ooze

>>>map<<<

Vigilant Seal

Sorry, Sakura. I didn't pull your damage into the tracker, but yes your shield bash hurt it.

Ryskovich, your first attack is enough to kill Blue. You can take a 5' step before delivering your second bash to Green. I'll proceed as if you take that option, but if you don't want to, I'm happy to retcon.

Shenendril shakes off the distracting effect of the swarm, but takes more poison damage.

Dex damage: 1d4 ⇒ 4

~~+~~Initiative~~+~~

Shenendril -4 hp, -7 dex (round 2)
Sakura -24
Zandu
Ryskovich
Swarm -26, misfortune
Ilarien
Zeta -4
Blue Ooze -32
Green Ooze -14
Pink Ooze

>>>map<<<

Vigilant Seal

Zeta's blade passes straight through the ooze. With a thwap! and a sploosh! it reforms into two identical jellies. The newly created one slurks around the column while the other two retaliate.

Blue attacks Sakura

slam: 1d20 + 5 ⇒ (18) + 5 = 23
2d4 + 3 + 1d4 ⇒ (1, 4) + 3 + (2) = 10
grab?: 1d20 + 11 ⇒ (2) + 11 = 13

Green attacks Zeta
slam: 1d20 + 5 ⇒ (2) + 5 = 7
2d4 + 3 + 1d4 ⇒ (2, 3) + 3 + (1) = 9
grab?: 1d20 + 11 ⇒ (17) + 11 = 28

~~+~~Initiative~~+~~

Shenendril -4 hp, -3 dex (round 1), 2 fort saves needed
Sakura -24
Zandu
Ryskovich

Swarm -26, misfortune
Ilarien
Zeta -4
Blue Ooze -9
Green Ooze
Pink Ooze

>>>map<<<

Vigilant Seal

Reflex: 1d20 + 7 ⇒ (13) + 7 = 20

Reflex: 1d20 + 7 ⇒ (1) + 7 = 8

1d4 + 3 ⇒ (3) + 3 = 6

The elemental's vortex tears ragged holes in the swarm, its area of effect seemingly especially harmful to them.

~~+~~Initiative~~+~~

Shenendril -4 hp, -3 dex (round 1), 2 fort saves needed
Sakura -14, 2 fort saves needed
Zandu
Ryskovich 2 dex dmg
Swarm -26, misfortune
Ilarien
Zeta -4
Ooze 1 -9
Ooze 2

Vigilant Seal

Will: 1d20 + 3 ⇒ (11) + 3 = 14

The swarm is plagued with bad luck!

Ryskovich feels the sting of the centipedes' poison, but luckily shakes off the nausea effect.

Dex damage: 1d4 ⇒ 4

~~+~~Initiative~~+~~

Shenendril -4 hp, -3 dex (round 1), 2 fort saves needed
Sakura -14, 2 fort saves needed
Zandu
Ryskovich 2 dex dmg
Swarm -17, misfortune
Ilarien
Zeta -4
Ooze 1 -9
Ooze 2

Vigilant Seal

Will: 1d20 + 3 ⇒ (8) + 3 = 11

The swarm is plagued with bad luck!

What's the damage on the vortex?

Ryskovich feels the sting of the centipedes' poison, but luckily shakes off the nausea effect.

Dex damage: 1d4 ⇒ 2

~~+~~Initiative~~+~~

Shenendril -4 hp, -3 dex (round 1), 2 fort saves needed
Sakura -14, 2 fort saves needed
Zandu
Ryskovich 2 dex dmg
Swarm -17, misfortune
Ilarien
Zeta -4
Ooze 1 -9
Ooze 2

Vigilant Seal

Shenendril feels the swarms poison take hold as she switches out her bow for a wand. Ryskovich lands a solid blow against the ooze.

Dex damage: 1d4 ⇒ 3

The swarm moves for a tasty group of morsels and surges around Ryskovich, Shenendrilm and Sakura

~~+~~Initiative~~+~~

Shenendril -4 hp, -3 dex (round 1), 2 fort saves needed
Sakura -14, 2 fort saves needed
Zandu
Ryskovich 2 fort saves needed
Swarm -17
Ilarien
Zeta
-4
Ooze 1 -9
Ooze 2

map

Vigilant Seal

Ryskovich wrote:
Am I allowed to make two attacks with my shield in a full round or no?

Sorry, guys. I got absorbed in a life thing the past few days. You can make two attacks with a shield as far as I know. Pathfinder really doesn't care about off-hand mechanics.

Vigilant Seal

Zandu sloshes his way forward and unleashes a kinetic blast at the swarm.

1d20 + 10 ⇒ (5) + 10 = 15
2d6 + 9 ⇒ (6, 2) + 9 = 17

The two jellies attack Sakura.

1d20 + 5 ⇒ (2) + 5 = 7
2d4 + 3 + 1d4 ⇒ (2, 4) + 3 + (1) = 10

1d20 + 5 ⇒ (19) + 5 = 24
2d4 + 3 + 1d4 ⇒ (3, 4) + 3 + (4) = 14
Grab: 1d20 + 11 ⇒ (6) + 11 = 17

~~+~~Initiative~~+~~

Shenendril -4, 2 Fort saves needed
Sakura -14
Zandu
Ryskovich

Swarm -17
Ilarien
Zeta -4
Ooze

Vigilant Seal

THX. I'll get a post up tonight based on the status quo on the slides.

Vigilant Seal

I have backsie a little something. When Shenendril's arrow hit the ooze, it split in two. Sakura, as we're in block initiative, you can choose whether you'd move to be adjacent to them, knowing what you know. The oozes will act when you've decided. My apologies for the mix-up. I didn't think piercing damage could cause Split but it apparently can.

~~+~~Initiative~~+~~

Shenendril -4, 2 Fort saves needed
Sakura
Zandu botting in 5, 4, 3...
Ryskovich
Swarm
Ilarien
Zeta -4
Ooze

map

Vigilant Seal

Just as Shenendril expected, her arrow seems to have had no effect. It hisses through the jelly with a sploosh

swarm reflex: 1d20 + 7 ⇒ (20) + 7 = 27
The bugs plunge below the icky water just as Vellestir heaves his fire at them. Then they swarm forth, churning up the water as they swim toward the humanoids sloshing around in the sewage.

As they draw close, Ryskovich and Zeta attack. The rondolero looks might good swinging his sword, but it slashes harmlessly through the centipede swarm.

They sting and bite Shenendril and Zeta.
2d6 ⇒ (2, 2) = 4

I need two Fort saves from each of you: The first for poison and the second for distraction

~~+~~Initiative~~+~~

Shenendril -4
Sakura
Zandu delayed
Ryskovich
Swarm
Ilarien
Zeta -4
Ooze

map

Vigilant Seal

Vellestir the Wise wrote:

Meanwhile, Vellestir flies to the nort and exhales fire on a cluster of insects (?), after which it begins to fly away hastily.

[dice=Fire, 10-ft cone]1d4 Ref DC10
[dice=Reload]1d4

Does Vellestir have the action economy to flight, attack, and fly away?

I'll process the readied actions once we get input from the other players and I can move the enemies.

Vigilant Seal

Moving us along...

Just outside the ambit of Ilarien's light, there is movement in the tunnels to north and the south. Dim light beyond 20' from Ilarien's position. Sakura's keen darkvision reveals a thick swarm of insects roiling the icky waters to the north, and a massive blob of some fetid goo to the south.

Initiative:

Ilarien: 1d20 + 4 ⇒ (10) + 4 = 14
Zandu: 1d20 + 5 ⇒ (13) + 5 = 18
Ryskovich: 1d20 + 9 ⇒ (10) + 9 = 19
Zeta: 1d20 + 4 ⇒ (3) + 4 = 7
Shenendril: 1d20 + 3 ⇒ (19) + 3 = 22
Sakura: 1d20 ⇒ 20
bad1: 1d20 ⇒ 13
bad1: 1d20 ⇒ 6

~~+~~Initiative~~+~~

Shenendril
Sakura
Zandu
Ryskovich
Zandu

Swarm
Ilarien
Zeta
Ooze

map

Vigilant Seal

I'm going to move you guys forward. Please put yourselves in the pink box. The green squares are difficult terrain.

map

Vigilant Seal

Noses full of the wretched air, Ryskovich and Shenendril edge their way deeper into the sewer. From their vantage, they can see into side channels, both of which end abruptly at a grated pipe. A steady trickle of greasy fluid drips from them, adding to the chorus of plinks and plops echoing in the dark.

Ryskovich notes a clawed bipedal footprint in the slime covering the stone floor beside him.

BTW, what are you guys doing for light?

Vigilant Seal

Once inside the tunnels...

The tight confines of the courthouse sewers eventually open into
wider tunnels collecting effluence from the neighboring buildings.
The putrid stink of human refuse mingles with a more natural
stink of decomposition. Bubbles and ripples occasionally break the
water’s surface, filling the chamber with a constant gurgle.

The green areas on the map are sewer water. They are 2 feet deep, count as difficult terrain, and reek from here to the Boneyard. The gray lining portions of the wall are raised above the water.

Venk's trail definitely came this way...

Feel free to move up to the shadowed areas and to rearrange the party as you see fit.

map

Vigilant Seal

"I will call my footman. Thank you once again. Be careful if you follow this beast into the sewers. The servants talk of hearing something sloshing around down there!"

To clarify, that is the greater version of the ceremonial sword, as you are braving the high tier.

Vigilant Seal

The last wolf wobbles on his feet, then topples over.

Will: 1d20 + 4 ⇒ (1) + 4 = 5

Assuming you guys quickly coup de grace the thing, that's us out of intiative.

Judge Pradowca shouts a thank you and says, "Venk went that way!" pointing to a row of holding cells behind the courtroom.

Inside one of the cells is a torn-open sewer grate. It looks like Venk is running from you.

You have a short amount of time to heal up, but don't spend too much time on it as you are in hot pursuit.

As you depart, the judge tosses a ceremonial sword to you, with the following statistics:

This ornate sword and belt impart uncanny confidence
and insight while worn, granting a +2 competence bonus
on Sense Motive checks. Three times per day, the wearer
may draw the sword and deliver a single-word command,
as per the spell. Lesser versions of swords of station exist
that allow the wearer to cast command only once per day,
and that lack the confidence-boosting enhancements. For
greater swords of station, the competence bonus on Sense
Motive checks increases to +5. A sword of station is blunted
and poorly balanced, intended as a showpiece rather than a
weapon. If used in combat, treat it as an improvised club.

Vigilant Seal

Sakura takes RedWolf down as Ryskovich adroitly springs off the judge's desk and lands ready to take on Green.

~~+~~Initiative~~+~~
Ryskovich -22
Zandu heroism
Zeta
Vellestir
-5
Ilarien
Shenendril

Green Wolf -36
Sakura -35

map

Vigilant Seal

Botting Zandu

The sorcerer gathers power and fires at Green. He lands a hit, but doesn't repel the wolf.

Attack, Heroism, PBS: 1d20 + 9 + 2 + 1 ⇒ (8) + 9 + 2 + 1 = 20
Damage, PBS: 2d6 + 8 + 1 ⇒ (1, 5) + 8 + 1 = 15
Bull rush, heroism: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12

Green continues attacking Sakura...

bite: 1d20 + 7 ⇒ (7) + 7 = 14
1d6 + 4 ⇒ (2) + 4 = 6

claw: 1d20 + 7 ⇒ (17) + 7 = 24
1d4 + 4 ⇒ (1) + 4 = 5

claw: 1d20 + 7 ⇒ (13) + 7 = 20
1d4 + 4 ⇒ (2) + 4 = 6
...landing two claw strikes.

~~+~~Initiative~~+~~
Ryskovich
prone, -22
Red Wolf -41
Zandu heroism
Zeta
Vellestir -5
Ilarien
Shenendril
Green Wolf -36
Sakura -35

Vigilant Seal

will: 1d20 + 4 ⇒ (16) + 4 = 20

Green Wolf proves to be surprisingly strong-willed as Ilarien heals Sakura. Zeta and the dragon come up empty.

~~+~~Initiative~~+~~
Ryskovich prone, -22
Red Wolf -41
Zandu heroism
Zeta
Vellestir -5
Ilarien
Shenendril
Green Wolf -21
Sakura -15

Vigilant Seal

Ryskovich vents his quite understandable frustration and splits the Pink Wolf in half! Viscera spill out onto the floor. It lies there smoking, wafting eerie shadowy vapors, which, while creepy seem entirely harmless.

The Red Wolf, smelling blood, snaps at Sakura, but only manages to scratch her.

bite: 1d20 + 7 ⇒ (10) + 7 = 17
1d6 + 4 ⇒ (2) + 4 = 6

claw: 1d20 + 7 ⇒ (13) + 7 = 20
1d4 + 4 ⇒ (3) + 4 = 7

claw: 1d20 + 7 ⇒ (4) + 7 = 11
1d4 + 4 ⇒ (4) + 4 = 8

~~+~~Initiative~~+~~
Ryskovich prone, -22
Red Wolf -41
Zandu heroism
Zeta
Vellestir -5
Ilarien
Shenendril
Green Wolf -21
Sakura -24

Vigilant Seal

Sakura lands a vicious hit against Red Wolf, but it stays up!

Pink lashes out against Vellestir. Vellestir, correct me if you're using a spear with reach and I'll choose a new target (Ryskovich).

bite: 1d20 + 7 ⇒ (8) + 7 = 15
1d6 + 4 ⇒ (5) + 4 = 9

claw: 1d20 + 7 ⇒ (20) + 7 = 27
1d4 + 4 ⇒ (1) + 4 = 5

confirming: 1d20 + 7 ⇒ (6) + 7 = 13

bite: 1d20 + 7 ⇒ (9) + 7 = 16
1d6 + 4 ⇒ (1) + 4 = 5

~~+~~Initiative~~+~~
Ryskovich prone, -22
Red Wolf -41
Zandu heroism
Zeta
Vellestir -5
Ilarien
Shenendril
Green Wolf -21
Sakura -20
Pink Wolf -30

Vigilant Seal

Shenendril and Ilarien heal Ryoskovich back to consciousness. Zeta's blast goes wide as does an attack from Zeta. Vellestir connects.

Green closes with Sakura and attacks. Its felling bite misses, as does its first claw attack, but the second one lands.

1d20 + 7 ⇒ (2) + 7 = 9
1d6 + 4 ⇒ (3) + 4 = 7

1d20 + 7 ⇒ (9) + 7 = 16
1d4 + 4 ⇒ (2) + 4 = 6

1d20 + 7 ⇒ (19) + 7 = 26
1d4 + 4 ⇒ (3) + 4 = 7

~~+~~Initiative~~+~~
Ryskovich prone, -22
Red Wolf -28
Zandu heroism
Zeta
Ilarien
Shenendril
Green Wolf -21
Sakura -20
Pink Wolf -30

>>>map<<<

Vigilant Seal

Ryskovich valliantly keeps up the fight, dealing a heavy blow to Pink.

Red wolf attacks Sakura.

bite: 1d20 + 7 ⇒ (11) + 7 = 18

claw: 1d20 + 7 ⇒ (12) + 7 = 19

claw: 1d20 + 7 ⇒ (15) + 7 = 22
1d4 + 4 ⇒ (2) + 4 = 6

map updated to reflect Zandu's successful bull rush.

~~+~~Initiative~~+~~
Ryskovich prone, dying (-1)
Red Wolf -28
Zandu heroism
Zeta
Ilarien
Shenendril

Green Wolf -21
Sakura -13
Pink Wolf -23

Vigilant Seal

Rysk, I didn't factor in the +4 (I've been playing more 2e lately and prone is handled as a penalty to AC rather than a bonus to hit. So, those should all be hits. Thanks for your honesty.)

Thanks, Ilarien. I'll factor in Zandu's attacks. Apologies, Zandu.

Vigilant Seal

Sakura slashes Red Wolf with a mean strike while Zandu sizes up his opponent. He just knows he's gonna deliver a wallop.

Pink Wolf can't resist attacking the downed swashbuckler.

bite: 1d20 + 7 ⇒ (11) + 7 = 18
1d6 + 4 ⇒ (5) + 4 = 9

claw: 1d20 + 7 ⇒ (11) + 7 = 18
1d4 + 4 ⇒ (2) + 4 = 6

claw: 1d20 + 7 ⇒ (16) + 7 = 23
1d4 + 4 ⇒ (3) + 4 = 7

It savages the graceful swordfighter, despite his desperate parries. Were it not for Shenendril's ministrations, he'd be in desperate shape indeed.

~~+~~Initiative~~+~~
Ryskovich -33, prone
Red Wolf -28
Zandu heroism
Zeta
Ilarien
Shenendril
Green Wolf -5
Sakura -7
Pink Wolf -5

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