DM Immortal's Blood Red Roses: A Skull & Shackles Campaign (Discussion)


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Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Rain, thank you for the aid after the combat.

Some quick follow-up questions:

1. Does anyone have any idea when Sandara is going to give an answer Rain's question about healing?

2. It's been more than a week since that fight had been concluded. Are we going to level, and if so - is it normal leveling, Mythic Leveling, or both?

Sorry for the delay and all the questions, but starting today I'm working 12 hour work days until Friday and won't have time to post so I was kind of hoping to get this stuff handled.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

I am assuming that it is just normal leveling up and not mythic as immortal has not said otherwise.

Will have my level up info later.


Island of Empty Eyes Map Current Map

Correct, normal level once you rest for the night.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

It's been a while since we've levelled and I've forgotten, but do we roll for HP or going by average?


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Rain Taneththir wrote:
It's been a while since we've levelled and I've forgotten, but do we roll for HP or going by average?

The real question is, when will we rest ;)


Island of Empty Eyes Map Current Map

You can go either way


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19
DM Immortal wrote:
You can go either way

Thanks, Immortal.

HP for levelling: 1d8 ⇒ 6+2=8


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Sounds good -

1d8 + 1 ⇒ (8) + 1 = 9

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

I have been going with average so will continue on that trend.

Feat: none
+1 str
3rd level spells (stinking cloud and dispel magic)
7 hp
5 skill points plus 1 more in sailor from headband: know (engineering), prof (siege engineer), intimidate +2, fly +1
+1 bab (2 attacks!)
Improved spell combat

I am looking my character over one last time to double check the skill points. I might want to adjust them still.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

So looking at skills and questioning the know engineering and prof siege engineer. The whole reason I am thinking about taking them is to use a corvus effectively for boarding maneuvers. Is It worth it or should I use them to increase intimidate and diplomacy some more?


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Variel Nightstorm wrote:
So looking at skills and questioning the know engineering and prof siege engineer. The whole reason I am thinking about taking them is to use a corvus effectively for boarding maneuvers. Is It worth it or should I use them to increase intimidate and diplomacy some more?

You might consider Acrobatics.

Having a high enough Acrobatics would allow you to make running jumps to an enemy ship which could be pretty handy.

As for Diplomacy/Intimidate?

First, I'd pick one of the two. If you use Intimidate successfully it generally cancels out Diplomacy - except in a fight. But by the time you use the skill in a fight, you've either opened yourself to AoO or you've taken a Standard Action that could have been used just attacking.

Diplomacy is okay, but at this point you really don't need to do it, you just need to augment via "Aid" someone who has a much higher Diplomacy Check then you already have, and an Aid Check only requires a total of 10 or higher, so I'm thinking you're probably good on that already.

Anyhow, that's just my two cents.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Can someone bot some healing (via channelling) to the group? Not sure if Adular is around to post, but it would be good if it could be done. Thanks.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

If you need a siege engineer, I could transition Temmer into that role (perhaps even retconning a little with permission). It'd help give him something to do as part of the crew...

Not sure yet how I'm advancing him, as it will likely depend a bit on the answer to that question.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Adistan Temmer wrote:

If you need a siege engineer, I could transition Temmer into that role (perhaps even retconning a little with permission). It'd help give him something to do as part of the crew...

Not sure yet how I'm advancing him, as it will likely depend a bit on the answer to that question.

Actually I've been handling the siege engineering so far, but the GM does allow someone to "Aid" if you'd like?

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Having a second for siege engineer isn't a bad idea though as both of you can fire upon closing ships.

I think I will take back notion of know engineering and prof and put it in to diplomacy and intimidate.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Variel Nightstorm wrote:

Having a second for siege engineer isn't a bad idea though as both of you can fire upon closing ships.

I think I will take back notion of know engineering and prof and put it in to diplomacy and intimidate.

It's all the same to me via the Siege Guns, though that would mean that Adistan would need to retool his character.

Adistan, please know that I'm not trying to cause any trouble for your character, but I do have to admit that I had asked the GM if I was able to "Retrain" an Archtype for one of my levels. He said he would allow it, but only if I spent more than a week of uninterrupted training In-Game to retool it.

I feel like if the GM is going to let other players retool without having to do the "retraining" time then I hope he allows me the option without having to spend all that "in-game" time switching, because that amount of time simply hasn't happened and it doesn't seem likely to happen any time soon.

Meanwhile, I think it would be awesome to have another person trained in using the siege guns in general, but do you think we could start investing in more siege guns/ammo to use in the future? Right now the general placement of the weapons means that we have only one per "side" of the ship. Having a second per side would be great as two people could be firing at enemies per turn, but that would also mean we should probably start getting more guns.

Also, I'm kind of curious - but given that you have an 18 in strength and an 8 in Charisma; is there a reason that Intimidate and Diplomacy would be something to pursue at all when someone like Dhaavan already has pretty much taken the angle of "Diplomancer"?

I mean, I'm not trying to say what to pick, but I'm just curious as to what the motivation is and if there's stuff going down in the future that might be good to plan for, too. If Diplomacy and Intimidate are that important then I may consider it myself, considering that Horatio's Charisma will need to go up anyway for higher Bard Spells.

Okay, that's pretty much all for now. And just to clarify, I'm not trying to say what to pick or give anyone a hard time, but I'm just trying to figure out where to put things myself and right now I'm not sure where those things would be best invested. If you have any tips or suggestions, I'd be totally open to them, though :)


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

I'll probably leave siege guns alone if someone's covering them already.

Though I generally like playing characters vs. mechanics, I'm just trying to figure out if there's a role needed for Temmer (it's fine if there isn't; I think he's a neat character and hopefully can fit in just via role-playing even if there's no specific "need" for him).

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Hoard actio I am putting ranks in diplomacy and intimidate as most times we are in port we have multiple tasks in port to accomplish and having multiple people to do so makes things go quicker. Plus it is only fitting that I keep Variel with maxed diplomacy as he has treated the crew more fairly than not. Intimidate is if Variel needs another social check besides diplo and no one else has invested into it. Also that way Variel can yell at other captains and try to influence them accordingly.

Adistan, most areas are covered to just have fun with it.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Variel: Sounds good - I just wasn't sure how the Intimidate would work with Diplomacy as it sounds like it puts the two checks "at odds" - but I agree, having multiple people use Diplomacy doesn't hurt at all :)

Adistan: One thing to consider is how the GM's House Rules for Crafting. There's plenty of potential items to be able to create on the ship, from Poisons to Alchemical tools/weapons. Also, the fact that Crafting can be done faster with people aiding each other is a big boon, too.

Also, given the fact that most of the players can fly, Horatio is also considering crafting a pen for a griffon so he can do aerial attacks (possibly), but I'm not entirely sure...


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

hp: 1d8 + 2 ⇒ (7) + 2 = 9


Male Human Witch 1 [HP:9/9 | AC: 13 T: 13 FF: 10 | F: +4 R: +3 W: +2 Init: 3, Perc: 7]

I will level this weekend.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Jamba and Adistan, what positions on the ship would you like to hold sometime soon?

Right now Captain, Helms(wo)man, First mate, Master Gunner, Quartermaster, Bosun, Master at Arms, Surgeon, Ship's Carpenter, and cook are taken.

Although those spots could be reassigned if those that currently have them wish to have other positions. I know Jiro doubles as both the night Helmsman and the quartermaster. It is possible that he could be one or the other. Alternatively there could be new positions like Master rigger.

Just wondering so Variel can introduce you to the crew soon.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Can someone bot some healing of HP via Adular channeling, please? I asked a few days ago as Adular's player is not currently posting. Thanks, kindly.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

so far no one has claimed the ring, headband, or cloak?

Any takers? Even if it means going in the hole Variel has enough to cover you for now. The rest of the gear I am deleting as sold.

Flynn, Variel will take the scroll of fly and a scroll of dispel magic btw. That way he has acesss to them and can choose other spells for the day as he needs to. He will also get 2 acid flasks and 2 alchemists fires.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Do we have to pay for the alchemist's fires? Just checking to pay sure I have enough coin to cover expenses. Rain will also take two flasks of alchemist fire.

As to positions on the ship, Pilot/Helmsperson is well and truly covered with Jiro and Amen-set both as backups to Rain.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

No go ahead and take the fires Rain.

As for positions I was just trying to come up with ideas. Since Jiro covers 2 areas that is why I thought of him first if he wanted to focus on one or the other rp wise but if Adistan and Jamba have other thoughts I will gladly hear it.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

For what it's worth, Horatio wanted the Alchemist fires; he asked for those earlier, actually.

If you guys want them, that's fine - I won't say no, but I'd rather RP that out on the boards then simply ret-con it on the Discussion Thread, if that's okay?

Meantime, regarding the back-up pilot post, the GM ruled that we can't sail the ship long enough that would require a second pilot because - generally - even if our pilots are able to sail the ship the crew isn't typically capable of doing it.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Horatio claimed the remaining 8 flasks of alchemist fire, so Rain will not claim any.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

Seijiro wouldn't mind the headband, just for the +2 to acrobatics, but if someone else wants it, he won't object...


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Rain Taneththir wrote:
Horatio claimed the remaining 8 flasks of alchemist fire, so Rain will not claim any.

Rain - while I did ask for them earlier, like I said - I'd rather do this on the campaign thread via RP.

That's all I was trying to say.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)
Seijiro wrote:
Seijiro wouldn't mind the headband, just for the +2 to acrobatics, but if someone else wants it, he won't object...

If no one really wants it we may consider selling it and then converting the money into something a bit more useful?

After all, I believe that Tessa gave us a 10% discount on purchases here and a 10% bonus on things that we sell - that being the case it might be better to consolidate the gear we have and "flip it" for stuff.

But that's just a suggestion, if you still want it, I don't mind.


M hp 28; AC 17/touch 12/flat-footed 15; Fort +5, Ref +5, Will +1 (+2 vs. emotion spells, effects) Human slayer 3

Variel, I'm not sure there really are any other positions that need to be filled. I'm content to just be a sailor (preferably rigger) at this point.

GM Immortal, I'm thinking of taking object reading as my new spell, which would use this rule. Just wanted to make sure you were OK with that before I went ahead and did it.

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Sorry Horatio I thought that you were just holding on to them all since no one else claimed them at the time. Go ahead and keep the 2 I claimed and I will just have the acid flasks instead.

Sounds good Adistan. Rigger it is and head rigger soon thereafter.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Immortal and Variel:

How many days/weeks have past in game? Just wondering in regard to the upcoming wedding on Rain's home isle of Tempest Cay. Initially it was 3 months from the time Rain's grandfather showed up in game (at Tidewater Rock before the Free Captains test). Is it now only 2 months away? Just thinking about having Rain get some things for her upcoming wedding etc.


Island of Empty Eyes Map Current Map
Adistan Temmer wrote:

Variel, I'm not sure there really are any other positions that need to be filled. I'm content to just be a sailor (preferably rigger) at this point.

GM Immortal, I'm thinking of taking object reading as my new spell, which would use this rule. Just wanted to make sure you were OK with that before I went ahead and did it.

That sounds super fun and flavorful! Definitely that's fine! I'm already thinking of ways that it would come into play in a fun way.


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Island of Empty Eyes Map Current Map

Rain:
Yeah I think it's now 2 months give or take a week. Let me know how you would like to handle that and anything you would need my support to help with (npcs, coordination, etc.) and I'll be happy to help!


Island of Empty Eyes Map Current Map

Also sorry for the lack of posting this weekend everyone. Kids started soccer (I'm psychotically coaching both of the older two's teams) and I got a Raspberry Pi 3 with the intention of setting it up with RetroPie and creating a retro game console...I got it set up and booting properly but have spent the past 24 hours trying to get it to recognize my f++@ing wired xbox 360 controllers without success lol. Been an interesting weekend.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Immortal, I'll send you a PM soon with the details. Thank you. :)


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Immortal:

I'm assuming Neko levels as well, which will bring her to 5. Does she unlock any new powers or no?

Also, when Rain got her dragon wings, she was also given Feather Fall as a bonus SLA (to be cast ONLY on herself). But if she can fly, why would she need Feather Fall?

--------------------------

Rain's Levelling info:

Picked up a new level in Hunter.
+1 to STR
+8 to HP
+1 BAB, +1 to Fort and Reflex Saves
SQ: Improved Empathic Link
2 2nd level spells: Chameleon Stride & Fiery Runes
8 Skill pts: Acrobatics (+1), Fly (+2), Know. Local (+2), Perception (+1), Prof. Sailor (+1), Stealth (+1).

Immortal, does Rain's flying manoeuvrability change from 'average' to 'good' once she levels? I've left it unchanged on the sheet for now.


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19

Since the Alchemist's Fire is all claimed, Rain will claim 2 vials of the acid. (Have noted this on loot sheet). With Variel taking 2 vials of the acid earlier, this leaves 2 unclaimed acid vials in the loot.


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Island of Empty Eyes Map Current Map

Rain, feather fall is for if your wings are disabled or something like that so you don't fall to your death. Basically it's like insurance.

Rains maneuverability will increase at level 10 (to good) and 15 (to Perfect)

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

ohhh good to know that we will reach level 15!


F Elf Ranger (Freebooter) 5, Hunter 4, Guardian 1 /AC 23, T12, FF21/ HP 78/78, F+11, R+12/+13, W+6 (+2 vs Enchantments)/ CMB +10, CMD 22/Init +4(+6), Perc. +17/+19
DM Immortal wrote:

Rain, feather fall is for if your wings are disabled or something like that so you don't fall to your death. Basically it's like insurance.

Rains maneuverability will increase at level 10 (to good) and 15 (to Perfect)

Okay, I thought that might be the case. Thanks for the clarification, Immortal.

Does anyone know what's happened to Dhaavan's player? He hasn't posted in game since August 24.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

GM - can we please get a response to my Diplomacy check, Variel's Diplomacy check, the information Rain shared with Tessa, or a response to the Social RP from the others who posted?

I really hope everyone's having a great day, and sadly I'm running late for work, but I hope you all have a great day and I look forward to seeing what's up when I get home :)


Island of Empty Eyes Map Current Map

Sorry for the delay everyone! My brother and his family were in a really bad car accident yesterday and getting info was tough for a while. They are doing alright although my brother got a decent concussion and cracked a few ribs. They were hit on the highway and rolled their pickup going 60 mph so they're lucky to be alive. Just wanted to let you know why I didn't post yesterday.


AC20 (T 16, FF 14); HP 86/86; saves F +6, R +16, W +7; bab: 6/1; melee 8/1(+13/8), ranged +12/7; CMB 8, CMD 24; speed 30; init +6(+8); perc +11(13)(+15) mp 2/5 | kitsune rogue (pirate)/7; bard(sea singer)/2
skills:
acro 21(23,26), appr 11, bluff 6, climb 11, dd 17, disg 5, esc art 10, fly 9, intim 8, k local 5, k geog 6(8), ling 8, perc 11(13,15), prf: harm 8, prf: act 8; pr: sail 11, sm 2, soh 13, spcrft 6, stlth 19(21)(23), swm 10

So sorry to hear this news... I am glad they are all alive and recovering... that's got to be a harrowing experience to go through.


Male Human Guns. 1 (Mysterious Stranger), Fighter 1 (Lore Warden), Bard 6 (Archaeologist) - Barbarian 1 (Urban) Mythic (Champion) (AC 20 / HP 82 / F +9, R + 10, W +7 / Ini + 3 / Perc. +16)

Immortal - I'm so sorry to hear about your family.

Know that you guys are in my prayers and if there's anything we can do, please us know.


Island of Empty Eyes Map Current Map

Hey everyone. Still dealing with family stuff from the crash. Sorry for the extended delay. Should be back to posting either tomorrow evening or sunday at the latest.


Male Elf Paladin-3

Sympathies for your family, hope your brother mends as quickly and healthily as possible

Sovereign Court

Male Human Magus 2; HP 17/17, AC 16/12/14; saves 4/2/3; CMB: +4, CMD 16 loot list

Good luck immortal.

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