D&D 4th Edition [Adventure] A Call for Lovers (DM: jbear Judge:Lord Sessadore) - Page 26





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  1. #251
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    Ignore jbear
    OOC
    Sorry ... my bad. I should have included the terrain again from the surprise round. Like I said, I was having all sorts of problems. The Xivort are in their element, the mist. You are not. So normally when fighting anything in the heaviest part of the mist you have a -2 to attacks.

    But my bad, and I don't want to make anyone retcon, so the wind has shifted the area to your advantage momentarily. So to be consistent Wat and Kartuus does not suffer from that penalty this round either.

    Terrain
    Mist: The area on the inside of the gate is lightly obscured (-2 to atks)

    Walls: These stone fortifications are 20 feet high (Athletics DC 20 to climb), topped with crenellated walkways. The crenellations are 3 feet high. Ladders lead up to both walkways on either side of the gate opening.

    Gate: The gate is a wooden portcullis presently locked in the up position 10 feet off the ground.
    'I am a predator...the predator improves the race...I kill but not out of hate.'
    Frank Herbert: Emperor God of Dune

 

  • #252
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    Ignore Son of Meepo
    Wat decides to hang back for the moment in case his allies need him.

    Taking advantage of the momentary shift in winds. He thanks Joven, dismounting his horse and calling powerful thunder down on the blue skinned creatures.

    The blast sends two of the blue skinned creatures into the fountain.

    Actions
    Move: Dismount in B6
    Standard: Thunder of Judgement (S1, S2, N1) (1d20+4=22, 1d6+7=9, 1d20+4=10, 1d6+7=12, 1d20+4=17, 1d6+7=12)

    Result: HIT S1 (9 thunder damage, dazed until EONT and pushed to L10.)
    MISS S2
    HIT N1 (12 thunder damage, dazed until EONT and pushed to L11.)
    Last edited by Son of Meepo; Monday, 25th June, 2012 at 12:13 PM.

  • #253
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    As Wat's thunderous spell sends one of the net casters back to splash into the fountain, Kartuus calls upon dark powers to end the net caster's life. Both xivorts drop below the waters quite dead staining the fountain red. The second netcaster creeping around the side is also struck by the invoker's thunder and is pushed back against the wall of the nearby building

    The darter takes up the ululeo of its now dead compatriot as the dazed xivort manages to hurl a large net over Zuri. The net expands threatening to trap Rain upon the ground but thankfully it fails to open enough, falling short of the mark. That is little comfort to Zuri though who once again finds herself tangled in one of the nasty creatures' nets.

    Responding to the call two more of the blueskinned creatures emerge from another nearby building as the xivort dazed momentarily by Sabynha's flashing dagger stabs down at the tiefling, passing by her magical wards, the blade sinking deep into her ribs. One of the recently emerged xivorts does not hesistate to rush into the swirling mist and stab at the downed tiefling with a cackle, the blade striking her in the chest, hard enough to make her nearly lose consciousness.

    Meanwhile the darter moves up closer to the violence as the second recently emerged xivort barks orders at it in elven of all languages. "Ndagina i' onna e' i' natse!"

    Elven
    "Kill the one in the net!"


    They then hurl a barrage of darts at the eladrin, three of the darts strike true, leaving her badly injured.

    The townsfolk crawl around, cower and hide wherever they can, many screaming and calling out desperate and confusing advice.

    "Shut the gates!" "Flee for your lives!" "Kill them alll!" "Alex you coward, stop hiding and go and do something!" "You do something you stupid old hag!" "I want my mummmmmy" "Cansh shomeone helpsh me outsh the net now pleash. I shink I'm shtuck." "Ben's deead! Waaahhh!"

    GM: Round 2: You're up!
    @LordGraz'zt Please let me know via PM what your situation is and if you are able to continue with the adventure or not please. Kartuus will be NPC'd until further notice.


    Combat Summary

    Rain deals 7 dmg to Slasher1 with Infernal Wrath; She recognises the creatures and knows of their history.
    Rain's Additional Combat orientated knowledge of Xivorts
    She also know they tend to gang up on fallen or trapped enemies and are skilled at coordinating attacks to flank enemies with each other, possessing a minor teleport ability that allows them to relocate themselves advantageously when they are struck

    Rain hits Slasher 1 killing it dead and Marks Slasher 2.

    Zuri uses her Fey Step to escape the net; auto success vs Restrained condition awarded because it just makes sense; misses

    Sabynha activates her warrior stance increasing her accuracy and manages to fling a dagger from beneath the net at Slasher 2 which thanks to Knack for Success manages to hit for 5 dmg; She uses Flash power to daze Slasher 2. She fails to escape the net and remains restrained.

    Wat wisely gets off the skittish horse and uses Thunder of Judgement; It hits the dead Slasher 1 and the Net Caster 1 pushing them back into the fountain. N1 takes 12 dmg and is dazed. Edit: Retcon: Instead of Slasher 1 Netcaster 2 is targeted as the only other viable target within range. 9 dmg taken and dazed. DM dictates where the push goes (in a straight line back from Wat ending when hitting the wall) to avoid tactical positioning of Xivort resulting in the negation of attacks after the fact.

    Kartuus fires his spell successfully Gift from Avernus (-2 Restrained) 15 vs Ref;Hit (forgot to include CAdv from Dazed but wasn't needed) at the badly injured net caster, finishing him off. No need to roll damage as any hit is a minimum of 5 dmg and enough to kill N1. He makes his save 17 vs Restrained=Success

    Tom remains restrained Save=9;Fail

    Net Caster 2 uses Minor Action:Bolas 10 vs Ref Edit: Zuri;Miss Minor action never occurs due to retcon Standard Action: Net: Area Burst 1 within 5; 17 vs Ref Zuri;Hit 9 vs Ref Rain;Miss Zuri is Restrained (save ends)

    Darter 1 moves to J6 into mist; lightly concealed
    Uses Dart Volley for 2 dart attacks vs Zuri with CAdv (Restrained): 24 vs Ref 26 vs Ref; Both hit Dart 1=5 dmg Dart 2=5 dmg; total = 10 dmg Zuri takes 10 damage

    Darter 2 emerges from nearby building and uses dart volley vs Zuri with Cadv (Restrained): 16 vs Ref;Hit 9 vs Ref;Miss Dart dmg=7 dmg Zuri is bloodied.

    Slasher 2 stabs Rain with its Short Sword (+CAdv Prone): 28 vs AC;Critical Hit! Maximum Damage= 11 dmg; Rain is bloodied

    Slasher 3 emerges from building and charges Rain with Short Sword (+CAdv Prone): 24 vs AC;Hit Short Sword dmg=11 dmg S3 rolls max dmg and reduces Rain to 3 hp; Badly bloodied!



    Status

    Zuri 7/24 hp 6/6 Surges Bloodied; Restrained (immobilised, grants CAdv and -2 to attacks; save ends)
    Sabynha 28/28 hp 10/10 Surges Restrained (immobilised, grants CAdv and -2 to attacks; save ends)
    Kartuus 23/23 hp 7/7 Surges
    Rain 3/31 hp 11/11 Surges Bloodied; Prone
    Wat 28/28 hp 10/10 Surges

    Tom 10/10 hp 1/1 Surge Mounted and Restrained; save ends
    Wounded Guard 11/22 HP Hiding
    Townsman 4/10 hp 1/1 Surge Restrained in Net

    Net Caster 1 Dead; 2 nets, 1 bolas used
    Net Caster 2; 9 damage; Dazed TENT; 1 net used
    Slasher 1 Dead
    Slasher 2: 5 dmg; Dazed TENT
    Slasher 3: Bloodied (before combat)
    Darter 1; Dream Venom Dart used; 2 darts used
    Darter 2; Dream Venom Dart used (Before combat); 2 darts used

    Monster Stats

    Please only look at stats of creature you are attacking; won't matter this fight as they are all so similar but will in future fights.
    Net Caster

    HP 26 AC 15 F/R/W 12/13/13
    MBA: Short Sword +6 vs AC; 1d6+5 dmg

    Slasher

    HP 26 AC 15 F/R/W 12/13/13
    MBA: Short Sword +6 vs AC; 1d6+5 dmg

    Darter

    HP 22 AC 15 F/R/W 12/13/13
    MBA: Dagger +6 vs AC; 1d4+3 dmg

    Terrain
    Mist: The area on the inside of the gate is lightly obscured (-2 to atks)

    Walls: These stone fortifications are 20 feet high (Athletics DC 20 to climb), topped with crenellated walkways. The crenellations are 3 feet high. Ladders lead up to both walkways on either side of the gate opening.

    Gate: The gate is a wooden portcullis presently locked in the up position 10 feet off the ground.

    Buildings: The structures to the north and south of the plaza are enclosed (the walls of the buildings are blocking terrain). The wall of a building can be climbed with a DC 20 Athletics check (the roofs are 10 feet above the ground). Mist does not extend inside the buildings.
    Attached Thumbnails Attached Thumbnails Crystalbrook rnd 2 retcon.jpg  
    Last edited by jbear; Tuesday, 26th June, 2012 at 07:14 AM.
    'I am a predator...the predator improves the race...I kill but not out of hate.'
    Frank Herbert: Emperor God of Dune

  • #254
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    Ignore Son of Meepo
    Wat eyes alight with fear as Rain is nearly struck down. He moves to her side and growls at the blue skinned creatures.

    "GET AWAY FROM HER!"

    His command is joined by a howling wind that pushes 2 of the creatures back.

    A divine light then washes over the slashers, harming the one of them.

    Actions
    Move: G7
    Standard:Astral Wind (S2, D1) (1d20+4+2=26, 1d20+4=23, 1d6+4=8)
    Results: CRIT Slasher 2 for 10 damage and pushed to I7.
    HIT Darter 1 for 8 damage and pushed to K4.
    Action Point: Shining Symbol (S2, S3) (1d20+4+2=12, 1d20+4=16, 1d6+6=10)
    Results: MISS Slasher 2
    HIT Slasher 3 for 10 damage. -2 to attacks until the end of Wat's next turn.


    OOC: Turn Summary
    Wat moves to G7
    Slasher 2 takes 10 damage (15 damage total) and is pushed to I7. If it moves closer to Wat on its next turn, it takes 4 more damage.
    Darter 1 takes 8 damage (8 damage total) and is pushed to K4. If it moves closer to Wat on its next turn, it takes 4 more damage.
    Slasher 3 takes 10 radiant damage (23+ damage total) and a -2 to attacks until the end of Wat's turn.


    Wat's Stats
    Wat - Half-Elf Invoker 1
    Passive Perception 14, Passive Insight 16
    AC 16, Fort 15, Reflex 13, Will 15
    HP 28/28, Bloodied 14, Surge Value 7, Surges 10/10
    Speed 5, Initiative +0
    Action Points: 0, Second Wind []
    At-Will Powers: Astral Wind, Divine Bolts
    Encounter Powers: Thunderwave [], Thunder of Judgement [x], Shining Symbol [x], Channel Divinity []
    Daily Powers: Silent Malediction []

  • #255
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    Ignore Neil1889
    Rain somehow manages to stagger up onto her feet under the onlsaught. She yanks the cork out of the potion flask that she received from Peg and Olga; swiftly pouring the contents down her throat, she feels the sweet relief of the medicine running through her body. She then drops the empty flask and raises her magical defence anew as she adopts a static defensive stance.


    With her main opponent staggering backwards out of swordreach under the force of Wat's summoned gale, Rain nevertheless has an instinctive slash at the now heavily wounded Xivort menacing Zuri under the net, but it expects Rain's attack and blocks the blow.

    actions
    Move action = Stand up from prone.

    Standard action = Rain uses her Second Wind and recovers 7 HP for a Healing Surge. She has +2 to all Defences until the start of her next turn.

    Minor action = Rain drinks her Potion of Healing, recovers 10 HP for a Healing Surge.

    Free action: Drop the empty bottle.

    Action Point! = Rain attacks the now bloodied Slasher 3 in the mist with Booming Blade.

    Bloodhunt: You gain a +1 on attacks against bloodied foes.
    Misty, -2 to to hit.


    Total to Hit: 9
    Potential damage: 5.

    MISSED.

    Booming Blade (At Will Standard Melee 1 Arcane, Thunder, Weapon)
    Target: One creature
    Attack: +7 vs. AC
    Hit: 1d8+4 damage and if the target is adjacent to you at the start of its next turn and moves away during that turn, it takes 1d6+3 Thunder damage.


    Slasher 2 is still marked by
    Aegis of Shielding.

    Aegis of Shielding (Minor Standard (Once per Encounter can be used as a Minor action.) Close burst 2 Arcane)
    Target: One creature in burst
    Effect: You mark the target. The target remains marked until you use this power against another target. If you mark other creatures using other powers, the target is still marked. A creature can be subject to only one mark at a time. A new mark supersedes a mark that was already in place. If your marked target makes an attack that does not include you as a target, it takes a -2 penalty to attack rolls. If that attack hits and the marked target is within 10 squares of you, you can use an Immediate Interrupt to reduce the damage dealt by that attack to any one creature by 8 points of damage.




    Ministats:

    Rain


    Female Tiefling Swordmage, Level 1.
    Initiative: +1, Passive Perception: 9, Passive Insight: 10. Senses: Low-light vision.
    AC: 19, Fort: 13, Reflex: 14, Will: 14.
    HP: 20/31, Bloodied: 15, Surge Value: 7, Surges left: 9/11
    Speed: 6 squares. Size: Medium. Languages: Tsugo, Allarian.
    Saving Throw Bonuses: Nothing to report.
    Action Points: 0
    Powers:
    Infernal Wrath [Used]
    Second Wind [Used]
    Guardian's Counter
    Aegis of Shielding
    Sword Burst
    Booming Blade
    Sword of Sigils
    Dimensional Thunder
    Conditions:
    Last edited by Neil1889; Tuesday, 26th June, 2012 at 11:34 PM.

  • #256
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    Ignore Daeja
    Zuri's breath came out in a pained hiss as the darts sliced through her flesh. She bit down on her lower lip to keep herself focused on the here and now

    Stabbing wildly through the net, the Eladrin managed to impale the blue creature beside her. She tried to tear the net off, but it was slippery with blood and slid through her fingers.


    Actions
    Attack Slasher 3 with Disheartening Strike 1d20+8 → [11,8] = (19) SUCCESS ! (inc. -2 for mist and -2 for restraint) Damage is 1d4+5 → [2,5] = (7) Kills S3 I believe.
    Minor - activate Skald's Aura - 1d6+6 → [1,6] = (7) Puts Zuri at 14/24 HP, no longer bloodied.
    Save to throw off the net = 1d20 → [1] = (1) Fail!


    Mini-stats
    Passive Perception 15 / Insight 10
    AC: 16, F/R/W: 12/16/13, Speed 6
    HP: 14/24, Bloodied:12, Surge Value: 6, Surges left: 5/6

    Conditions

    Powers:
    MBA: Dagger, +6 vs AC, 1d4+3
    At-Will: Disheartening Strike, Riposte Strike
    (e)Surprise Strike:
    (e)Torturous Strike:
    [strike](e)Fey Step[/strike]
    (D)Precise Incision
    Combat notes: Sneak attack is 2d6+2

  • #257
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    Not expecting the eladrin in the net to cause any trouble, the xivort slasher had rushed right past her to attack Rain upon the ground. As the tiefling gets back to her feet and Wat enters the fray blasting at the blueskins with the power of his god, Zuri slips her blade into the distracted xivort's back, ending its pathetic life. It drops to the ground and lays deadly still.

    GM: Slasher 3 has been killed!
    'I am a predator...the predator improves the race...I kill but not out of hate.'
    Frank Herbert: Emperor God of Dune

  • #258
    The hindering net was really starting to aggravate the vistani as she struggled against it, unable to close in to help her friends.

    While still performing the 'blanket dance', Sabynha retrieves another dagger from her buckler, and awkwardly extending her arm through the net, prepares to throw again, hoping that the gods would favour her aim.

    Spoiler:
    Focused Discipline: Offence; +1 to basic attack rolls
    Minor Action: Draw another dagger
    Standard Action: Throw said dagger at Slasher 2, long range (-2), restrained (-2), in mist (-2), granting CAdv from Daze (+2); 1d20+6+1-2-2-2+2=4, 1d4+3=7 Natural 1!!!
    Move -> Minor: Draw last dagger.
    Saving Throw: 1d20=8; Fail.
    Sorry guys, I was completely ineffective this turn. :|

    Sabynha growls in frustration, her dagger toss going very wide of its intended mark. Tearing futilely at her restraint with one hand, she pauses only long enough to draw her last dagger.
    stat block
    Passive Insight 20 Passive Perception 15; Senses Low-light Vision Skald's Aura (Healing, Martial) aura 5; see below. HP 28 Bloodied 14 Surge Value 7; Surges Per-Day 10 AC 17 Fortitude 13 Reflex 15 Will 15 Saving Throws [+0]
    Basic Attack Short sword +7/1d6+4 Ranged Basic Attack Dagger 5/10 +6/1d4+3

  • #259
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    Ignore jbear
    Kartuus calls dark forces down upon the wounded slasher, turning its wounds from serious to mortal. With a hiss of pain it curls up into a shivering ball and dies.

    The darters unleash a second barrage of darts against the netted eladrin with deadly accuracy. All four sharp blades strike her body, two of them in vital spots. Zuri drops to the cobbled floor, her life blood spilling out upon the stones.

    The dazed net caster shakes its head to clear its ringing ears before it suddenly screeches in a panicked voice as the xivort realises they now find themselves outnumbered.
    Elven
    Flee to the mist! Death steps too close!"
    The wind shifts the flowing mist deeper into the heart of the plaza and the three remaining xivorts scamper away with it, the fight suddenly gone out of them.

    GM: With the death of the 4th xivort you break their morale. The xivorts flee, but as the enemies slaying them block the gate they head into town, following the flowing mist to cover their retreat.

    Combat however is not quite over. Zuri is dying. And the xivort are heading towards panicked townsfolk with flashing blades in hand. You most certainly cannot be sure of the intentions of these vicious little gremlins.

    Round 3: You're Up!


    Combat Summary
    Wat moves up and damages S2 and D1, pushing them backwards. He uses an AP and damages S3

    Rain stands up and uses 2nd Wind and drinks HPotion. She uses AP but misses S3

    Zuri stabs S3 killing it and uses minor action to gain healing from skald aura; fails save

    Sabynha throws a second dagger but fails; Save failed

    Kartuus minor action to curse S2 and uses Gift of Avernus on S2: 16 vs Ref;Hit (forgot to include -2 concealment but still a hit) 5dmg +6 curse dmg = 11 dmg killing S2

    Tom remains tangled: Save 8 vs Restrained;Fail

    Wind moves area of concealment: From area 1 to area 4

    D1 throws dart volley at Zuri (+CAdv): 24 vs Ref;Hit 26 vs Ref;Critical Hit! 4 dmg and Max 7 dmg Total=11 dmg

    D2 throws dart volley at Zuri (+CAdv): 26 vs Ref;Critical Hit!! 22 vs Ref;Hit Max 7 dmg and 5 dmg Total = 12 dmg

    Zuri takes a total of 23 dmg, leaving her on -9 HP, 3 hp away from the true death! She falls unconscious and is dying.

    Both darters move away towards the mist. Net caster 2 does the same with a double move towards the mist.


    Status

    Zuri -9/24 hp 5/6 Surges Dying!; Restrained (immobilised, grants CAdv and -2 to attacks; save ends)
    Sabynha 28/28 hp 10/10 Surges Restrained (immobilised, grants CAdv and -2 to attacks; save ends)
    Kartuus 23/23 hp 7/7 Surges
    Rain 20/31 hp 9/11 Surges AP Used; Second Wind used: +2 to all defenses TENT
    Wat 28/28 hp 10/10 Surges AP Used

    Tom 10/10 hp 1/1 Surge Mounted and Restrained; save ends
    Wounded Guard 11/22 HP Hiding
    Townsman 4/10 hp 1/1 Surge Restrained in Net

    Net Caster 1 Dead; 2 nets, 1 bolas used
    Net Caster 2; 9 damage; 1 net used
    Slasher 1 Dead
    Slasher 2: Dead
    Slasher 3: Dead
    Darter 1; 8 damage; Dream Venom Dart used; 4 darts used
    Darter 2; Dream Venom Dart used (Before combat); 4 darts used

    Monster Stats

    Please only look at stats of creature you are attacking; won't matter this fight as they are all so similar but will in future fights.
    Net Caster

    HP 26 AC 15 F/R/W 12/13/13
    MBA: Short Sword +6 vs AC; 1d6+5 dmg

    Slasher

    HP 26 AC 15 F/R/W 12/13/13
    MBA: Short Sword +6 vs AC; 1d6+5 dmg

    Darter

    HP 22 AC 15 F/R/W 12/13/13
    MBA: Dagger +6 vs AC; 1d4+3 dmg

    Terrain
    Mist: The area on the inside of the gate is lightly obscured (-2 to atks)

    Walls: These stone fortifications are 20 feet high (Athletics DC 20 to climb), topped with crenellated walkways. The crenellations are 3 feet high. Ladders lead up to both walkways on either side of the gate opening.

    Gate: The gate is a wooden portcullis presently locked in the up position 10 feet off the ground.

    Buildings: The structures to the north and south of the plaza are enclosed (the walls of the buildings are blocking terrain). The wall of a building can be climbed with a DC 20 Athletics check (the roofs are 10 feet above the ground). Mist does not extend inside the buildings.
    Attached Thumbnails Attached Thumbnails Crystalbrook Round 3.jpg  
    Last edited by jbear; Wednesday, 27th June, 2012 at 09:33 AM.
    'I am a predator...the predator improves the race...I kill but not out of hate.'
    Frank Herbert: Emperor God of Dune

  • #260
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    Ignore Son of Meepo
    Wat shouts in frustration at the blue creatures. He calls the lightning from the sky that manages to blast one of the darters. He then rushes to shield Zuri from further harm. Realizing he is on the edge of Sabynha's aura, he call the healing power to save her.

    Actions
    Standard: Divine Bolts (D1, D2) (1d20+4-2=4, 1d6+4=6, 1d20+4-2=21, 1d6+4=5)
    Results: MISS D1.
    HIT D2 for 5 lightning damage.
    Move: H10
    Minor: Skald's Aura (1d6=1)
    Result: Zuri spends a healing surge and is at 7/24 hp.


    OOC: Turn Summary
    Darter 2 takes 5 damage (5 total)
    Zuri is at 4 surges and 7 hit points.

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