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173 posts. Alias of Shadow_Fox.


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Aja, move action to open door. You open the door and Natasha is standing there. Is your Round over?


The yellow cultist dies on the third blow and the magenta one is wounded for 33 damage.


The cyan cultist's head is decapitated by the paladin's blow. As for Natasha, it is quite clear to Gaelan that she is a vampire, as she evidenced fangs, spellcasting, and domination. Two cultists left.


Zed Ulmin wrote:

** spoiler omitted **

Zed activates the haste effect of his armor and starts slamming away at the cyan cultist.

[dice=Tetsubo Attack (IC, Sola Aura, Haste)]1d20+18+3+2+1
[dice=Tetsubo Damage (IC, Sola Aura, PA)]1d10+12+3+2+9

[dice=Haste Tetsubo Attack (IC, Sola Aura, Haste, PA)]1d20+18+3+2+1-3
[dice=Tetsubo Damage (IC, Sola Aura, PA)]1d10+12+3+2+9

[dice=2nd Tetsubo Attack (IC, Sola Aura, Haste, PA)]1d20+13+3+2+1-3
[dice=Tetsubo Damage (IC, Sola Aura, PA)]1d10+12+3+2+9

[dice=2nd Tetsubo Confirm (IC, Sola Aura, Haste, PA)]1d20+13+3+2+1-3
[dice=Tetsubo Additional Crit Damage (IC, Sola Aura, PA)]3d10+36+9+6+27

Ohh that crit confirm almost definitely missed, but Zed's crits are nothing to joke about.

All three attacks directed at Cyan. If the attacks down her then Zed will use the advancing part of his armor to move into the top left corner of the room as a free action without provoking. If those attacks do not drop Cyan then Zed will 5 foot step up and to the left. AC is 32 this round from judgement and haste, not counting any potential lastwall phalanx bonuses.

Two of Zed's attacks hit, severely wounding the cyan cultist, but she still stands. Zed moves to the top left corner.


Natasha looks at Zed and he feels her trying to exert mind control over him, but he resists. She looks disgusted as she realizes he resisted. She looks at the monks, "Hold them off, your deaths will make the Way proud!" She slips through the open door to the north and closes the door.

Everyone except Solanis is up. No readied action went off, Aja, as it was not a spell.

Updated Map


Appreciate the response, Sister. Perhaps I should have been clearer with the passage of time. No worries. We will say there are 2 mins left on any minute per level buffs cast prior to the cathedral fight. In that case, Sister has only taken the 14 damage from the fireball.


Round 2: Natasha

Zed, roll a Will save.


Eudamonia Solanis wrote:

Zed- don't forget I have IC going!

Sola continues her rousing tale as she lands on the floor and begins thrusting her spear at the cultist she currently flanks with Zed (blue, I think).

longspear1 (ic/neg lev/outflank): 1d20 + 21 - 4 + 4d1d8 + 10 ⇒ (5) + 21 - 4 + (8, 4, 7, 8) + 10 = 59

longspear2 (ic/neg lev/outflank): 1d20 + 16 - 4 + 4d1d8 + 10 ⇒ (12) + 16 - 4 + (3, 7, 4, 1) + 10 = 49

longspear3 (ic/neg lev/outflank): 1d20 + 11 - 4 + 4d1d8 + 10 ⇒ (17) + 11 - 4 + (4, 7, 3, 8) + 10 = 56

Currently providing: passive bonuses, inspire courage, Lastwall Phalanx, outflank

Solanis drops the flanked monk.


Zed Ulmin wrote:

** spoiler omitted **

Zed activates the haste effect of his armor and starts slamming away at the cyan cultist.

[dice=Tetsubo Attack (IC, Sola Aura, Haste)]1d20+18+3+2+1
[dice=Tetsubo Damage (IC, Sola Aura, PA)]1d10+12+3+2+9

[dice=Haste Tetsubo Attack (IC, Sola Aura, Haste, PA)]1d20+18+3+2+1-3
[dice=Tetsubo Damage (IC, Sola Aura, PA)]1d10+12+3+2+9

[dice=2nd Tetsubo Attack (IC, Sola Aura, Haste, PA)]1d20+13+3+2+1-3
[dice=Tetsubo Damage (IC, Sola Aura, PA)]1d10+12+3+2+9

[dice=2nd Tetsubo Confirm (IC, Sola Aura, Haste, PA)]1d20+13+3+2+1-3
[dice=Tetsubo Additional Crit Damage (IC, Sola Aura, PA)]3d10+36+9+6+27

Ohh that crit confirm almost definitely missed, but Zed's crits are nothing to joke about.

All three attacks directed at Cyan. If the attacks down her then Zed will use the advancing part of his armor to move into the top left corner of the room as a free action without provoking. If those attacks do not drop Cyan then Zed will 5 foot step up and to the left. AC is 32 this round from judgement and haste, not counting any potential lastwall phalanx bonuses.

I agree with your math, Zed. However, it is not your turn yet. It is Solanis' turn at the start of the round.


Sister Zephra wrote:
Sister Zephra has DR 10/- from deadly juggernaut. How much of that damage was from a single attack?

Sister, unless I missed something, you activated that buff before the mummy fight and it lasts 12 minutes. You have spent more than 12 minutes since the mummies, the giant, the cathedral main fight, the search of the cathedral, the hallway spectre fight, and the room with the grate. According your bar, you have 10 mins left so you believe you did all of that in 2 mins. I do not understand.


Zed, with your new AC of 32, the 15 misses but the rest hit so total 42 damage.
Sister re-roll: 1d20 ⇒ 4 --- miss, no swift action on your turn. Total damage: 20 for the round.


Zed downs the black/gray cultidt and wounds the purple one, while moving into the room.

Round 1: Cultists

The purple and cyan cultists suddenly flex their muscles and strike monk poses as they attack Zed with kicks and punches in flanking positions!

Purple Monk
1d20 ⇒ 18 --- hit
Damage: 1d10 + 3 ⇒ (3) + 3 = 6
Fort save DC 18 or fall prone

1d20 ⇒ 18 --- hit
Damage: 1d10 + 3 ⇒ (10) + 3 = 13
1d20 ⇒ 15 --- hit
Damage: 1d10 + 3 ⇒ (7) + 3 = 10
1d20 ⇒ 12 --- miss unless Zed falls prone
Cyan Monk
1d20 ⇒ 3 --- miss
1d20 ⇒ 17 --- hit
Damage: 1d10 + 3 ⇒ (3) + 3 = 6
1d20 ⇒ 7 --- miss
1d20 ⇒ 12 --- miss unless Zed falls prone

The pink and yellow monks attack Sister with the flank!
Pink Monk
1d20 ⇒ 3 --- miss
1d20 ⇒ 18 --- miss
1d20 ⇒ 18 --- miss
1d20 ⇒ 6 --- miss
Yellow Monk
1d20 ⇒ 20 --- hit
Damage: 1d10 + 3 ⇒ (8) + 3 = 11
Fort save DC 18 or fall prone

1d20 ⇒ 5 --- miss
1d20 ⇒ 20 --- hit
Damage: 1d10 + 3 ⇒ (3) + 3 = 6
1d20 ⇒ 14 --- miss

Confirmation rolls:
1d20 ⇒ 20 --- yes
1d10 + 3 ⇒ (10) + 3 = 13
1d20 ⇒ 10 --- no
When the crit confirms, the purple monk gets a free AoO on Sister.
AoO: 1d20 ⇒ 11 --- miss

Summary of Round:
Aja took 14 damage from fireball
Gaelan took 14 damage from fireball
Sister took 44 damage from fireball and monks and must roll Fort save or be knocked prone
Solanis took 28 damage from fireball
Zed took 49 damage from fireball and monks and must roll Fort save or be knocked prone.
Purple monk has taken 58 damage.
Everyone else is fresh.

Updated Map

After the Fort saves, Solanis is up in Round 2.


Eudamonia Solanis wrote:

[dice=Ref (lp)]1d20+16+4

lol, I’m an idiot. I totally forgot that invisibility purge made them completely visible and we obviously see them.

Remember, you have 4 levels of energy drain, which imposes -4 save penalty. You fail save and take full 28 damage.


Aja, you are aware of the bound prisoner in the center of the room, correct? Bound, he's going to autofail the Reflex save. Just making sure you are aware. There may be alignment considerations. Let me know if you continue with the fireball.


Round 1: Natasha

The woman on the other side bares her fangs at the party when they interrupt the interrogation. "How dare you infidels interrupt the ceremony?" She casts magic and a fireball engulfs the party!. She then uses a move action to open the door.

8d6 ⇒ (2, 3, 5, 3, 1, 2, 6, 6) = 28
DC 22 Reflex save for half damage.

After your Reflex saves, Gaelan, Sister, and Aja are up.


After checking for traps, you open the door to the north to find:

A sliver of jet-black crystal pulsating with necrotic energy juts from the stone floor here. A dirty glass lens set in an intricate but tarnished brass mount two feet in diameter slowly orbits the rock from several feet away, focusing the dark energies of the crystal toward four nearby chairs that seem more like torture devices than comfortable seats. You see a half-elf currently bound in one of the chairs.

Hidden in invisibility preparing an ambush, but easily seen by Zed and Gaelan and the party due to Sister's invisibility purge, are five cultists who look like this: Image. They are led by a woman who looks like this: Woman

Initiative:
Cultists: 1d20 + 2 ⇒ (1) + 2 = 3
Natasha: 1d20 + 8 ⇒ (19) + 8 = 27
Aja: 1d20 + 10 ⇒ (5) + 10 = 15
Gaelan: 1d20 + 6 ⇒ (20) + 6 = 26
Sister: 1d20 + 8 ⇒ (13) + 8 = 21
Solanis: 1d20 + 8 ⇒ (20) + 8 = 28
Zed: 1d20 + 7 ⇒ (8) + 7 = 15

Solanis is up first. I have colored the cultists to distinguish them.

Map


The grate covers a 10-foot-square pit that descends 15 feet to the stone floor of a subterranean tomb. A small, 3-foot square section of the grate is hinged to provide access to the tomb below, and iron spikes are driven into the wall of the pit to allow people to climb down. Want to head down?


Solanis: I assume Gaelan and Zed are making perception checks/disable device checks whenever they get to a door. I am handwaving them until they're necessary.


Assuming you continue...

You reach the door and after Gaelan checks for traps, you open it.

Compared to the decayed filth of the nave, this chamber is almost welcoming. Abused finery crowds the room, and heavy curtains, plush embroidered settees, rich rugs, and high-backed chairs bask in the warm light of a tabletop lantern. A large iron grate is set in the floor, a cool draft wafting up from below.

There is a door to the north also.

Map


Correct, no damage/drain then for Sister.


Unfortunately, lesser restoration does not restore negative levels. Only Restoration or higher magic does so.


The last spectre is destroyed by Zed's blows. A round later, Gaelan recovers consciousness. Combat over.


That sounds fine with Aja's healing - just mark off the 10 charges.
Solanis destroys the wounded spectre.
Sister destroys her wounded spectre and the spectre harmed by Aja's searing light.
1 spectre left who is full hps.

Round 2:
The apparition moans and strikes out at Sister.
Touch attack: 1d20 + 10 ⇒ (16) + 10 = 26 - hit - your Lastwall bonus is now +3 since Aja moved away.
Damage: 1d8 ⇒ 4 plus 2 energy levels drained and 10 hps.
Solanis is down 20 hps and Sister 10 hps from your max total until 24 hours pass, assuming you make save, or someone casts Restoration on you.
Party is up!


Yeah the +2 from defiant would not help. Sounds about right then - so AC 20. That's 2 hits and 4 levels of drain and -20 hps. The DR would apply to the damage, but not the drain. 2 hits = 2d8 - 4 ⇒ (8, 3) - 4 = 7 damage.


You actually have 3 images left - barbed devil took off 2 for a hit, which turned into a miss and a near miss.
4=you: 1d4 ⇒ 1 - miss - no negative levels. 2 images left.


Aja, I am sure the party would have waited the necessary 5-6 minutes for your boots to heal you back to full.

Round 1: Spectres
Gaelan is alive but unconscious.

The spectre harmed by Solanis attacks her.
Touch attack: 1d20 + 10 ⇒ (11) + 10 = 21
The spectre harmed by Sister attacks her.
Touch attack: 1d20 + 10 ⇒ (20) + 10 = 30
Confirmation: 1d20 + 10 ⇒ (6) + 10 = 16 - no
Damage: 1d8 ⇒ 3 + 1 negative level
The other spectres attack Solanis and Sister.
Touch attack on Solanis: 1d20 + 10 ⇒ (12) + 10 = 22
Touch attack on Sister: 1d20 + 10 ⇒ (5) + 10 = 15
Sister and Solanis, you will have to tell me your AC against incorporeal touch attacks with full bonuses to determine if the other attacks hit.
Party is up.


Oops. re-read the description and Aja instead suffered 2 negative levels not one.

Knowledge religion Check on Spectres:
Drain life energy
Wraiths have DV and Lifesense
Incorporeal
Channel resistance
Powerless in sunlight
Fly perfectly
Unnatural aura that bothers animals.


You are staggered, Sister, so actually 1 attack. :)


Solanis' blow strikes the spectre inflicting 16 damage. Unless it's force damage or from a ghost touch weapon, it's all half damage. So only Aja lost a negative level.


Good catch. Add +4 to everyone’s touch AC without Dex. If attack missed, ignore consequences..


Only Gaelan collapses to the ground, dropping his weapon and gasping at his throat, as the air is sucked from his lungs and his vision gets blurry, as his body starts to convulse. As the party collects their senses at what they have just seen, suddenly, they are assaulted, as undead apparitions pass through the walls and floors and attack you. Their ghostly touches pass right through your armor and protections to steal part of your soul!

Suprise Round - party is flat-footed:
Inc. Touch attack on Zed: 1d20 + 10 ⇒ (3) + 10 = 13 --- hit
Damage: 1d8 ⇒ 3 + one level of energy drain
Inc. Touch attack on Solanis: 1d20 + 10 ⇒ (5) + 10 = 15 -- hit
Damage: 1d8 ⇒ 2 + one level of energy drain
Inc. Touch attack on Aja: 1d20 + 10 ⇒ (15) + 10 = 25 --- hit
Damage: 1d8 ⇒ 4 + one level of energy drain
Inc. Touch attack on Sister: 1d20 + 10 ⇒ (2) + 10 = 12 --- hit
No damage/drain due to Death Ward
Zed suffers negative energy level but no penalties.
Solanis and Aja suffer: For each negative level a creature has, it takes a cumulative –1 penalty on all ability checks, attack rolls, combat maneuver checks, Combat Maneuver Defense, saving throws, and skill checks. In addition, the creature reduces its current and total hit points by 5 for each negative level it possesses.

Initiative:
Spectres: 1d20 + 7 ⇒ (3) + 7 = 10
Aja: 1d20 + 10 ⇒ (13) + 10 = 23
Gaelan: 1d20 + 6 ⇒ (2) + 6 = 8
Sister: 1d20 + 8 ⇒ (5) + 8 = 13
Solanis: 1d20 + 8 ⇒ (19) + 8 = 27
Zed: 1d20 + 7 ⇒ (11) + 7 = 18

Party is up! Everyone is staggered except Gaelan, who is close to passing out and possibly dying.

Combat Map


As the party walks down the hall, the faces of the decapitated human heads slowly animate and contort, their mouths gasping and eyes bulging as if trying to take in breath. At the same time, all of you suddenly feel the air from the hallway and your lungs being sucked out of you!
Everyone except Solanis must roll DC 23 Fort saves. Add +4 for Lastwall.

Solanis and everyone who makes the save, you feel staggered for 1 round, as you gasp for breath. If you fail, you begin to suffocate.


As the party moves about, Zed hears a subtle chorus of voices whispering in a cacophony of languages, of which he only understands some phrases in Common. Suddenly, both Solanis and Zed feel a malevolent force trying to enter their mind, but they resist. They move forcefully, away from the altar and the effect subsides. Gaelan is unaffected.

Will saves:
Solanis: 1d20 ⇒ 9
Zed: 1d20 ⇒ 8

Finding nothing of interest on the altar other than it gives off a desecration aura and effect, the only way to proceed is down the narrow hallway to the east.

Dozens of decapitated human heads preserved as crudely mounted trophies adorn the walls of this tall, imposing 70' long and 10' wide hallway. There is a door to the right 60' down the hallway and the corridor turs left at the end.

One at a time, all together, who is first, etc.?


Just waiting to see what everyone else is doing? Watching Gaelan examine the altar? The door to the south has been caved in.


Solanis senses the telekinetic force trying to grab her but resists. She opens the door to find rickety wooden stairs spiral around the inner perimeter of this tower, leading up to the bell tower you presume.

Now where to?


Will skip the room for now until the party decides.

You head east toward the choir. Cracked stone steps descend steeply into this dedicated choir, which holds a long table covered in the eviscerated remains of obviously humanoid corpses. A once-opulent bishop’s throne overlooks the choir from the east, its jewels and gold sheeting long plundered, and now covered in greasy, foul-smelling brown hair.

Further east, about 20' away, you see a cracked altar smolders with gray fumes; upon it are stacked foul offerings of bloody skulls and broken scythe blades.

To the S, you see a 5' hallway heading further east.

Map

What are you doing?


Northern section of map:

Room with closed door in NW is in area of malevolent presence. Will skip unless Solanis wishes to explore on her own since she is immune to presence's effects.

Proceeding clockwise, next room is rubble - nothing of interest.

Next room: Fresh bloodstains spatter the walls and floor of this rubble-filled chamber. A makeshift, bloodstained altar stands in the center of the room. It is unholy but other than that, not much of interest.

Next room with the water: Three pews face a raised stone baptismal font containing clear water. Torn tapestries depicting spirits of the dead awaiting Pharasma’s judgment cover each wall. Nothing here except due to the corruption of this evil cathedral, the water is unholy.

You can move east toward the choir where the jackal man was or south.


Aja and the party pass through the entrance without any more telekinetic shenanigans. There are rooms to search/places to discover. Where do you go now?


It was just a friendly reminder, Perri. :)

Round 6: Goblins and Tsuto

One goblin moves 5' to set up a flank with Tsuto and holds his attack until Tsuto moves in with the flank, but misses poorly.
Attack: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5

The goblin with the bow shoots Perri, but misses.
Attack: 1d20 + 4 ⇒ (3) + 4 = 7

Tsuto grimaces at the wound inflicted by Red. "You primitive bastard, how dare you touch me!" He moves 5' to flank Red, takes a deep breath, and looks at the barbarian with laser focus, before unleashing 2 rapid kicks to Red's nerve points, one of which connects, inflicting excruciating pain on the barbarian!

Flurry attack #1: 1d20 + 3 + 2 ⇒ (9) + 3 + 2 = 14 --- hit
Damage: 1d6 + 1 + 1d6 ⇒ (4) + 1 + (2) = 7 with sneak attack
Red has to make DC 14 Fort save or be stunned from Stunning Fist
Flurry attack #2: 1d20 + 3 + 2 ⇒ (8) + 3 + 2 = 13 --- miss

Red to finish Round 6 and then party in Round 7.


Anyone who moves to Aja's side is subjecting himself/herself to the telekinetic force, so start rolling those Fort saves or you might be going for a ride.


Zed, why are you rolling for the save, unless you're leaving the cathedral?

Aja comes inside and immediately fills an invisible wave of force grip her body, then slam her forcefully against the wall, inflicting 2d6 ⇒ (6, 5) = 11 damage, and then down to the ground, where she lies prone on the floor.

Aja, I need a new Fort save DC 22. If you do nothing else for the round, you get +4 on the save. You need 2 consecutive saves to pass by.


Claw attack on Zed redone: 1d20 + 18 ⇒ (6) + 18 = 24 --- miss

Solanis, Gaelan, and Zed team up to kill the barbed devil. Combat over. The party sustained some injuries, but survived. Now what?

If anyone (looking at Aja) passes inside through the entrance area, you have to make a DC 22 Fort save vs. the malevolent presence.


Zed Ulmin wrote:

Normally my CMD is 27, but with the sacred bonus to AC from judgement also impacting CMD, it will be 30 right now.

Anyways, I am going to activate divine interference against this attack, sacrificing a 1st level spell to force him to reroll the attack at a -1 penalty. Don't forget that since he's branded he takes an additional -2 on attack rolls against me.

Zed returns the swings in kind.

[Dice=Tetsubo Attack (SA, IC)]1d20+18+2+3
[Dice=Damage (IC, SA, PA]1d10+12+3+2+9

[Dice=Tetsubo Attack (PA, SA, IC)]1d20+13-3+2+3
[Dice=Damage (IC, SA, PA]1d10+12+3+2+9

I did not factor -2 from brand, as I was unaware. Does a 32 hit your AC?


Round 3: Barbed Devil
The devil drops the flaming bow and tries to claw Zed twice.
Claw: 1d20 + 18 ⇒ (10) + 18 = 28 --- miss
Claw: 1d20 + 18 ⇒ (16) + 18 = 34 --- hit
Damage: 2d8 + 6 ⇒ (6, 2) + 6 = 14
Zed has to make DC 22 Will save or be frightened.
Grab: 1d20 + 22 ⇒ (7) + 22 = 29 - do not know if that succeeds, what is your CMD Zed?

Party is up!


Sister Zephra wrote:
Great narration!

Appreciate the compliment!

Sister, I forgot the ghouls you destroyed explode upon death, so I need 2 Fort saves DC 17 to avoid disease.

Zed is up then Barbed Devil to complete the round.

Updated Map


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Mouth agape....

AoO: 1d20 ⇒ 15 --- hit
Damage: 2d8 + 6 ⇒ (7, 3) + 6 = 16 --- immune to disease

The 12' tall Jackal-headed humanoid sees the elf rush in and it bends down to bite him, drawing blood, as a smile comes to its face, secure in the knowledge that it is the chosen one of Urgathoa. What it fails to realize is that the elf's plan was to draw it in to his reach and more importantly, its head. The elf surprises the evil outsider by quickly spinning and bringing his elven curve blade down on its exposed neck! In an instant, it realizes its mistake, but it is too late as the paladin's blow decapitates it, its head landing on the cathedral grounds with a soft thud, ending its existence forever...

The jackal is no more. Only the barbed devil is left, looking pretty worried...Great rolls, G!


AoO: 1d20 ⇒ 3 --- miss
Both ghouls are quite destroyed.


Eudamonia Solanis wrote:
With +22 Fort I think you said I don’t need to roll that, right?

Correct, if your bonus matches the DC, you auto-make the save. I hate games where I have +20 Fort save vs DC 12 poison but I roll a 1 and auto-fail. Dumb.


As the jackal man is in melee range of Zed, Aja takes -4 penalty to each ray since she does not have Precise Shot. Thus, only 1 ray of fire strikes the jackal, damaging him, though it has some fire resistance.

Round 3: Jackal
Since Zed is flanked by one of the remaining ghouls, the jackal delays to see if the ghoul can paralyze Zed and eat him.
Delays.

Ghouls
The ghoul flanking Zed full attacks him, but misses all of its attacks.
Claw: 1d20 + 2 ⇒ (4) + 2 = 6
Claw: 1d20 + 2 ⇒ (1) + 2 = 3
Bite:1d20 + 2 ⇒ (10) + 2 = 12

The other ghoul steps forward and out of hunger tries to bite Sister but misses as well.
Claw: 1d20 ⇒ 14

Round 3: Jackal
The Jackal flexes its muscles and full-attacks Zed with the flank, drawing blood on the inquisitor's back and biting his shoulder with its diseased teeth. Then it unleashes its last Quickened Magic Missile on Aja.
Claw: 1d20 + 2 ⇒ (12) + 2 = 14 --- hits AC over 32
Damage: 2d6 + 6 ⇒ (5, 1) + 6 = 12 plus 1d6 ⇒ 1 nonlethal hunger
Claw: 1d20 + 2 ⇒ (10) + 2 = 12 --- hits AC over 31
Damage: 2d6 + 6 ⇒ (2, 5) + 6 = 13 + 1d6 ⇒ 4 non-lethal
Bite:1d20 + 2 ⇒ (18) + 2 = 20 --- hits AC over 38
Damage: 2d8 + 6 ⇒ (4, 2) + 6 = 12
Magic Missile Damage: 5d5 + 5 ⇒ (3, 2, 3, 2, 3) + 5 = 18
Total damage this round to Zed if all 3 attacks hit: 37 + 5 non-lethal
Total damage this round to Aja: 18
Zed must make DC 22 Fortitude save vs. Disease.

Solanis, Zed, Sister, and Gaelan then must make DC 22 Fortitude save due to the Jackal's 20' aura or be fatigued.

After the saves, Zed, Sister, and Gaelan are up!

Updated Combat Map


Aja. wrote:

Aja steps back into line of sight.

Does the darkness obscure sight? Is it countered by my Daylight?
t.b.c.

The cold greasy darkness evaporates after the spell's effects are adjudicated. You can see.

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