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  1. - Top - End - #61
    Bugbear in the Playground
     
    PirateGuy

    Join Date
    Apr 2009
    Location
    Australia
    Gender
    Male

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Glen draws himself up, gathering his necromantic energies, and unleashes a wave of force around him.

    Spoiler
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    30 foot radius burst. So it should affect everyone that is there except Fln'Brax. They must make a reflex save DC: 17 or take (d6)[6] and be knocked prone, if they make the save than half damage no prone.

    Also the rotting aura on those close enough to me. Reflex save DC: 17 for (d6)[2] damage. If they fail the reflex than a DC 17 will save or be sickened.

    Last round I ended up taking 11 damage and healing 5 of it. Leaving me on 39 HP

  2. - Top - End - #62
    Bugbear in the Playground
     
    PirateGuy

    Join Date
    Apr 2009
    Location
    Australia
    Gender
    Male

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Spoiler
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    some attack rolls in case anyone causes an attack of opportunity from me.

    (d20+12)[24] for (d8+10)[15]
    (d20+12)[15] for (d8+10)[12]
    (d20+12)[26] for (d8+10)[18]
    (d20+12)[16] for (d8+10)[11]


  3. - Top - End - #63
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    The Shieldbearer and Dualwielder are knocked off their feet by Glen's assault. The Firebearer similarly is knocked over revealing herself from behind a tree stump. She is a gnome with a dark complexion, wearing a woven leather suit of armor and carrying a light mace.

    The elemental fails to avoid Glen's rotting aura, as its companions roll out of the way. The creature is repulsed by the aura, weakening it momentarily.

    Spoiler
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    Reflexes, Force Burst, DC 17 (Or full damage (6), knocked prone)
    Archer (1d20+8)[26]
    Firebearer (1d20+7)[9]
    Elemental (1d20+7)[20]
    Dualwielder (1d20+10)[13]
    Shieldbearer (1d20+7)[9]


    Reflexes, Rotting Aura, DC 17 (or 2 damage, and heals Glen)
    Elemental (1d20+7)[16]
    Dualwielder (1d20+10)[22]
    Shieldbearer (1d20+7)[24]

    Will Saves, Rotting Aura DC 17 (or sickened)
    Elemental (1d20+1)[10]
    Dualwielder (1d20+3)[21]
    Shieldbearer (1d20+9)[22]


    Spoiler
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    It's Fln'Brax's turn, then Scruffy. Scruffy may declare its action out of turn since its in a different room, unless the order would make a difference.
    Last edited by begooler; 2012-09-11 at 05:29 PM.

  4. - Top - End - #64
    Bugbear in the Playground
    Join Date
    Aug 2009
    Location
    Philippines (GMT+8)
    Gender
    Male

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Spoiler
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    Scruffy hears the sound of fighting and rushes over to join in. It takes the closest route possible which, unfortunately in this case, is through a wall.

  5. - Top - End - #65
    Orc in the Playground
    Join Date
    Mar 2007
    Location
    Northern Canada
    Gender
    Male

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Fln'Brax wishes he had a voice so he could curse loudly instead of inaudibly. He opens his blind, central eye, pushing out the stored burst of magic disruption. He then retreats 10 feet into the ground, using his ears to guide him as the ground conducts sounds better.

    Spoiler
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    Dispel magic, 50ft cone.
    Bunch of rolls, take as many as needed.
    Caster checks.
    Spoiler
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    (1d20+5)[8]
    (1d20+5)[18]
    (1d20+5)[10]
    (1d20+5)[24]
    (1d20+5)[21]
    (1d20+5)[20]
    (1d20+5)[16]
    (1d20+5)[23]
    (1d20+5)[9]

  6. - Top - End - #66
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Fln'Brax's Dispelling attack strips some of the magical armor protections from the Elemental, the Firebearer and the Dualwielder. It also leaves the Archer with less strength.

    The Dualwielder:
    The Dualwielder slices at Glen twice from her position on the ground. With a twirl, the elf disappears and then reappears a little bit farther away from Glen, safe from his rotting aura for now.
    Spoiler
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    Edit: Forgot to subtract 4 from attack rolls from prone, but either way they miss.

    Attack 1(Rapier, Glen) (1d20+8)[12]
    Damage (1d8+2)[7](Magic, Piercing) + (1d6)[3] (Not sneak attack)

    Attack (Shortsword, Glen) (1d20+8)[13]
    Damage (1d6+1)[3](Magic, Piercing) + (1d6)[3] (Not sneak attack)


    The Firebearer
    The Firebearer remains on the ground, and begins chanting the verbal components to a spell while making gestures.

    The Elemental (sickened) attacks Glen.
    Spoiler
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    Attack (Slam, Glen) (1d20+2)[18]
    Damage (1d6-1)[2](Nonmagic, Bludgeoning) + (1d6)[5]Fire
    DC 14 Reflex to avoid catching fire, if hit.
    Spoiler
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    Burn (Ex) A fire elemental’s slam attack deals bludgeoning damage plus fire damage from the elemental’s flaming body. Those hit by a fire elemental’s slam attack also must succeed on a Reflex save or catch on fire. The flame burns for 1d4 rounds. The save DC varies with the elemental’s size (see table). A burning creature can take a move action to put out the flame. The save DC is Constitution-based. Creatures hitting a fire elemental with natural weapons or unarmed attacks take fire damage as though hit by the elemental’s attack, and also catch on fire unless they succeed on a Reflex save.



    The Shieldbearer
    Remaining on the ground, the Shieldbearer grasps a silver token hanging from her neck and brandishes it at Glen.
    Spoiler
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    Turning Check (1d20+4)[10]
    (10 or better succeeds at turning Glen)


    Spoiler
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    Archer needs to act, but let me see the results of this.
    Last edited by begooler; 2012-09-12 at 10:18 AM.

  7. - Top - End - #67
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Glen is turned, and begins fleeing across the grove.

    End Round 1. Begin Round 2.

    The Archer
    Taking a small step back, the Archer studies Scruffy who has just entered the room, then begins an assault against it, aided by preternatural quickness. Her arrows burst into flames as they are launched. She recoils from the first arrow she shoots, seemingly hurt, but attacks that hit appear to strengthen her.

    Spoiler
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    Attack 1: (1d20+13)[25]
    Damage: (1d8+6)[7](Magic, piercing) + (1d6+4)[10] Fire. + (5d6)[19](Bonus damage, not sneak attack)

    Attack 2: (1d20+13)[22]
    Damage: (1d8+6)[12](Magic, piercing) + (1d6+4)[8] Fire.

    Attack 3: (1d20+13)[26]
    Damage: (1d8+6)[14](Magic, piercing) + (1d6+4)[5] Fire.



    Spoiler
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    Lester next (not in the room just yet) Then Fln'Brax's turn, then Scruffy's.
    Last edited by begooler; 2012-09-12 at 11:15 AM. Reason: Turn order and round count

  8. - Top - End - #68
    Orc in the Playground
    Join Date
    Mar 2007
    Location
    Northern Canada
    Gender
    Male

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Fln'Brax concentrates for a moment, listening through the ground, trying to get a read on everyone's position.
    Spoiler
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    Listen: (1d20+10)[25]

    Once he thinks he has them, he will focus on the chanting of the caster and float 5' under him (probably taking a double move to get there) and stop surpressing his Traitor's Tongue ability, letting extend to the full 25 feet, causing suppression of all normal speech and causing spell failure of 75% of any spell with verbal components.

    Spoiler
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    If Fln'Brax still has a standard action (as in, double move wasn't needed), he will Steal Speech on the caster, DC18 Will. If the steal speech is successful, he will yell out "MINION! UPDATE ME ON ALL ENEMY POSITION AND KEEP UPDATING AS THEY MOVE!"

    Fln'Brax stays hidden in the ground the whole time.
    Last edited by TheDon; 2012-09-12 at 11:56 AM.

  9. - Top - End - #69
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Spoiler
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    Firebearer:
    Will Save:(1d20+10)[22] DC 18
    If failed, Spell failure (beating 75 succeeds in casting): (1d100)[94]


    The Firebearer's chanting continues, uninterrupted.
    Spoiler
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    If there's any reasonable way for the eyeball to discover Fln'Brax's predicament, it can tell him the enemies locations, allowing him to always guess the correct hex they are in if the eyeball can see them. He'll still have 50% miss on attack rolls.
    The listen check allows him to pinpoint the position of anyone within 5ft of wherever he ends his turn.

    Scruffy's turn, but we're still working on figuring out who is affected by the steal speech.
    Last edited by begooler; 2012-09-12 at 12:55 PM.

  10. - Top - End - #70
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Spoiler
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    Archer, will: (1d20+5)[21]
    Dualwielder, will: (1d20+3)[13]

    Yes, F, is the Firebearer. The red one that is, the blue is of course you.

    Scruffy's turn, who is probably down, but I don't know if it had any immediate actions or other defenses that would change that. Also Scruffy's minions can act too.
    Last edited by begooler; 2012-09-12 at 01:42 PM.

  11. - Top - End - #71
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    The Dualwielder
    The elf is intent upon finding the creature attacking from within the ground. She stomps about and looks around to no avail, and then attempts to cast a spell on herself.
    Spoiler
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    Spell failure, must roll higher than 75.
    (1d100)[70]
    If succesful, a ring of fire surrounds her. (Which damages anyone who comes within 5ft.)

    Arkan's turn, who should be entering the room right about now.

  12. - Top - End - #72
    Barbarian in the Playground
     
    BardGuy

    Join Date
    Jan 2011
    Location
    Gensokyo Asylum

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Arkan enters the room, and upon seeing the adventurers, lets loose a Sleep Arrow.
    Spoiler
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    Sleep Arrow (1d20+7)[22] DC 20 Will, at the Shieldbearer. If unable to see clearly, Archer or Dual Wielder.
    not clear if it deals damage, or if the sleep replaces the damage, its not too clear, but just in case:
    Spoiler
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    (1d6+2)[4] piercing, swift to add Radiance (3d6-2)[12] sonic, DC 17 Fort save or get knocked back 30 feet. If he hits a wall/tree, take 1d4 bludgeoning damage for every 10ft not traveled due to hitting the wall.

  13. - Top - End - #73
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Spoiler
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    Will save, Archer: (1d20+5)[24]

    If your monster class does not say otherwise, pixie sleep arrows don't do damage, just the sleep.

    SRD:
    Special Arrows (Ex)

    Pixies sometimes employ arrows that deal no damage but can erase memory or put a creature to sleep.

  14. - Top - End - #74
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    The Firebearer
    The Firebearer's spell is complete, and another elemental fire appears, this one worm-like in shape. The Firebearer attempts to give it commands, but can't speak properly. It burrows into the ground until in can sense Fln'Brax, then emerges, ready to attack if provoked.
    Spoiler
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    (On its next turn though, it doesn't actually ready an attack; unless it gets an AOO)


    The Firebearer moves, towards the source of the recently launched arrow, and attempts to cast a spell.
    Spoiler
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    (1d100)[45] ( <75 fails)
    Success= a wall of smoke 10 ft high, as shown on the map.


    The Elemental, somewhat confused without commands from the Firebearer, moves and waits for anything to emerge from the ground. (Readied attack if something comes out of the ground within it reach.)

    The Shieldbearer
    The Shieldbearer blows into her horn, the sounds coming out somewhat distorted, and strange, but still effective. Her allies' weapons each burst with flames. She drops the horn, letting it dangle around her neck, and stands up.
    Spoiler
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    and approaches the Dualwielder, ready to protect her with her shield. Edit: Woops, she needs to stand up from prone first.


    End Round 2. Begin Round 3.
    Last edited by begooler; 2012-09-13 at 01:38 AM. Reason: Spell failure; also fixing an action.

  15. - Top - End - #75
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    The Archer
    The Archer, eager to get from whatever is causing speech to fumble moves north, then returns fire to her new opponent. She recoils as she launches the arrow; it appears to wound her.

    Spoiler
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    Attack: (1d20+14)[21]
    Damage: (1d8+6)[8] (Magic, piercing) + (5d6)[14](extra damage, not sneak attack +(3d6)[12]Fire.


    Spoiler
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    Glen is up, but he's turned and now running through the grove. (Might want to send some minions to help him find his way back...)
    Lester's turn, then Fln'Brax.

    Last edited by begooler; 2012-09-13 at 01:24 AM. Reason: Turn order

  16. - Top - End - #76
    Ogre in the Playground
     
    Goblin

    Join Date
    Apr 2011
    Gender
    Male

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Spoiler
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    Lester enters the room, and heads around the center.
    He throws his dagger at Fire Bearer,
    (1d20+6)[16] attack (+2 if arcane caster)
    (1d4+3)[6] damage (+ (2d6)[10] if arcane caster)

    And then turns invisible.


    “No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
    ― Steven Brust

    “Plan. Yes. Good idea. I should come up with a plan.”
    ― Steven Brust, Dzur

  17. - Top - End - #77
    Orc in the Playground
    Join Date
    Mar 2007
    Location
    Northern Canada
    Gender
    Male

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Fln'Brax cackles in a feminin elvan voice at the duelist's feet. "Thank you for the voice, it'll be alright, you won't live long enough to regret losing it". Fln'Brax cackles once again before leaving, having received the telepathic update on the firebearer's position.

    Fln'Brax moves between the archer and the firebearer and attempts to steal speach once again
    Spoiler
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    Steal speech on archer and firebearer, Will DC 18

  18. - Top - End - #78
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Lester's attack misses the Firebearer, thanks to the gnome's leather armor, small size, an ability to anticipate and dodge blows. The Firebearer and the Archer desperately try to keep their voices in their throats.

    Spoiler
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    Will saves
    Archer (1d20+5)[6]
    Firebearer [roll] 1d20+10[/roll]


  19. - Top - End - #79
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Spoiler
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    Firebearer fixed roll: [roll0]


  20. - Top - End - #80
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Spoiler
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    Jeez, the Firebearer rolls again. (1d20+10)[29]

  21. - Top - End - #81
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    The Archer's voice escapes her throat and is captured by Fln'Brax.

    Scruffy
    Spoiler
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    Up to -3 HP; can use minions if it wants.


    The Dualwielder:
    The elf looks for Lester, eager to engage with another swordfighter, and when she doesn't see him, she attacks Arkan instead.
    Spoiler
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    Casting a spell as a swift action (1d100)[86] (<75 fails) Speech stolen is no verbal components, not % failure.
    Attack (1d20+12)[26]

    Damage (1d6+10)[15] + (1d6)[5](Extra damage, not sneak attack) + (3d6)[8] Fire.

    DC 18 will save or be dazed.


    Spoiler
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    It's Arkan's turn
    Last edited by begooler; 2012-09-13 at 09:20 AM. Reason: Turn order, spell failure

  22. - Top - End - #82
    Barbarian in the Playground
     
    BardGuy

    Join Date
    Jan 2011
    Location
    Gensokyo Asylum

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Arkan Withdraws from melee range, flying up and suddenly going invisible.
    Spoiler
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    Withdraw action to about 20' into the air, quicken SLA Invisibility on self.

  23. - Top - End - #83
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    The Firebearer
    The gnome retreats back towards the Shieldbearer and again attempts to calls out to its elemental companions, discovering that her voice is unhindered from here. In Ignan, she directs the summoned worm-like fire elemental to use its tremorsense to find the invisible opponent on the ground, and directs the other fire elemental to attack the target that the fire worm attacks.

    Summoned Fire Worm Thing (attacking Lester)
    Spoiler
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    Attack (Slam): (1d20+4)[10] Odd misses: (1d2)[2]
    Damage: (1d3+3)[6] +(5d6)[14] Fire. DC 12 reflex save to avoid catching fire.




    Fire Elemental (attacking Lester)
    Spoiler
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    (1d20+6)[21] Odd misses: (1d2)[2]
    Damage: (1d6+1)[6] + (3d6)[14] Fire. DC 14 reflex save to avoid catching fire.

    She then casts a spell on herself, and she and the fire elemental gain a shield of flame.
    Spoiler
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    Adjacent creatures (Lester) take (2d4)[5] damage, reflex DC 18 for half.


    The Shieldbearer
    The Shieldbearer casts a spell to quicken her movements, then moves towards the Archer, and conjures a whip of glowing energy. She flicks it at the Archer, who recovers some strength.
    Spoiler
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    (3d6)[12]

    Enemies within 5ft of the Shieldbearer have a -4 penalty to attack rolls against her allies. (no one is this round)



    End Round 3. Begin Round 4.

    The Archer
    The silent hobgoblin fires two shots attempting to strike the invisible Arkan.
    Spoiler
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    Attack 1:(1d20+12)[21] Odd misses:(1d2)[1]
    Damage:(1d8+6)[7] + (3d6)[12]Fire.

    Attack 2:(1d20+12)[17] Odd misses:(1d2)[1]
    Damage:(1d8+6)[13] + (3d6)[12]Fire.


    Spoiler
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    Lester's turn, then Fln'Brax.
    Also, the Dualwielder provoked from Lester, if he so chooses, he can make that attack. (Though, I'm guessing that would make him not invisible.)
    Last edited by begooler; 2012-09-13 at 03:07 PM.

  24. - Top - End - #84
    Ogre in the Playground
     
    Goblin

    Join Date
    Apr 2011
    Gender
    Male

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Lester

    Spoiler
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    Umm, 1 win or fail on the miss chance?

    Assuming they hit then.
    Reflex: (1d20+8)[26]
    Reflex2: (1d20+8)[16]

    Attack - Firebearer
    attack (1d20+11)[30] +2 if arcane caster (+ Ignore Dex)
    damage (1d4+3)[4] + (3d8)[12] + (3d6+5)[16] SA + (2d6)[9] if arcane caster

    Swift action- Invisibility

    Move action- Getting away (cannot access map right now... hopefully some stone floor to prevent worm attack)

    “No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.”
    ― Steven Brust

    “Plan. Yes. Good idea. I should come up with a plan.”
    ― Steven Brust, Dzur

  25. - Top - End - #85
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Lester's attack hits, and hurts the Firebearer severely. She's still standing, but badly wounded.

    His skill with attacking arcane casters suggests that the Firebearer is not an arcane caster.
    The Firebearer is proving difficult to hit. She's wearing leather armor (a 'chain' shirt of sorts, but made of particularly tough, reptilian leather in braided loops) and is quick to anticipate and dodge blows. (The Dualwielder is unarmored; The Shieldbearer wears a breastplate and of course a shield; the Archer wears a chain shirt.)
    Both elementals have only natural armor.

    Spoiler
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    Also those miss chance attacks miss on a 1 (odd) and hit on a 2, so the ones from the elementals hit Lester, but all the Archer's attacks this round missed.

    Fln'Brax's turn.
    Last edited by begooler; 2012-09-14 at 01:06 PM.

  26. - Top - End - #86
    Orc in the Playground
    Join Date
    Mar 2007
    Location
    Northern Canada
    Gender
    Male

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Fln'Brax rolls his blind eyes as he hears from his minion that the firebearer has moved and moves along with him. He attempts to steal his voice once again, hoping to prevent him from ordering his minions.

    Spoiler
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    Steal Speech, Will DC 18
    Last edited by TheDon; 2012-09-14 at 10:31 AM.

  27. - Top - End - #87
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    The Firebearer narrowly succeeds in keeping her voice.

    Spoiler
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    will: (1d20+10)[18]

    Scruffy's turn
    Last edited by begooler; 2012-09-14 at 11:12 AM.

  28. - Top - End - #88
    Bugbear in the Playground
    Join Date
    Aug 2009
    Location
    Philippines (GMT+8)
    Gender
    Male

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Scruffy regains some semblance of consciousness and silently sinks some roots into the ground to rejuvenate itself.

    Spoiler
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    While rooted, Scruffy gains the following bonuses:

    • +4 on rolls to resist being grappled, bull rushed or tripped
    • +2 to natural armor (stacks with other natural armor)
    • Fast Healing 2 (stacks with other Fast Healing)

  29. - Top - End - #89
    Bugbear in the Playground
    Join Date
    Jan 2011

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    The Dualwielder
    The elf takes a five foot step, blocking the door, then makes two attacks, each into a different square, in an attempt to find Lester. Both fail, as he has stepped just outside the room. She then swiftly activates a spell like ability, causing her outline to become fuzzy and blurred, granting her concealment.
    Spoiler
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    1 round, 20% miss chance for attacks against her.

    I'm assuming Lester and Arkan left the door open when they came in, otherwise, someone would have seen it open and close when Lester snuck out.

    Arkan's turn

  30. - Top - End - #90
    Barbarian in the Playground
     
    BardGuy

    Join Date
    Jan 2011
    Location
    Gensokyo Asylum

    Default Re: No Adventurers Allowed: Team Basilisk Spleen (IC)

    Arkan fires off another Sleep Arrow, then waves his hand at the Dualwielder.
    Spoiler
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    Sleep Arrow (1d20+5)[9] DC 20 @ Archer. I forgot to add shaky penalty last time, didn't hit anyway.
    Quickened Hold Person SLA DC 17 @ DualWielder

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