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Seekers of the Ashen Crown, Part 2

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Posts: 7786
Lan raises one eyebrow, a half-smile appearing on his face. "He acts without hesitation when he wants to. All without a stutter. Who knew."
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Jun 2009
Posts: 3164
OOC: For the record, Josh, can we do ALL fights like this? Kurvilis likes this format. ;)
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
Khav nods. "And seeing our smallest knock their leader about like that will likely do us good in earning their respect."
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Sep 2009
Posts: 1238
OOC: Damn Jon. You didn't need to make them look bad in the process. Can Kurvilis just ask for the next one and soften them all up for us? He's going to be the Amalorkar open weight champion with that at-will.

Sentinel turns towards Lan, "Kurvilis is a seasoned mage. Gnomes do more than just read their books."
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
« Last edit by nmathew on Thu Sep 01, 2011 12:31 pm. »
Moderator
Registered: Oct 2008
Posts: 4627
Kurvilis lets loose with an illusion on the Wordbearer leader. Yeraa looks around bewildered from the outside of the ashen circle. She blinks a few times and says, "Well done, gnome. Akitani, you are up."

The goblin with a skull on its head steps forward at the same time as Khav. "Half-orc want play? Not worry. Akitani not bite."

OOC: I think BegStrands does 7 damage. Khav can roll initiative. Again, if you roll something mediocre or higher, you can take your first turn as well.

Bout 2: Akitani vs. Khav
Khav: 40/40, 7/8 surges (1 AP)
Akitani:

Party Condition:
Geen: 45/45, 6/8 surges (0 AP)
Khav: 40/40, 7/8 surges (1 AP)
Kurvilis: 36/36, 7/8 surges (1 AP), Won Bout 1
Lan: 36/41, 7/9 surges (0 AP), 4/4 PP
Sentinel: 48/50, 8/11 surges (0 AP)

Wordbearer Condition:
Yeraa: down 7, Lost Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: fighting in unknown Bout, at I2
Hobgoblin Warcaster: fighting in unknown Bout, at D3
Akitani: fighting in Bout 2, at J2
Hobgoblin soldier: fighting in unknown Bout, at L3
Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4

User posted image

  •  The Amalorkar:
    • Rules:
      *For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
      *Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
      *A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
      *The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
      *Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
      *Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
      *The first side to win five bouts wins the amalorkar.
      *A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

      Meditation Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
      History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
      Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

      Mitigation
      Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
      Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
      Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.


  •  Features of the Area
    • Illumination: Bright light
      Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
      Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
      Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
      Rubble: These squares of loose rock and gravel are difficult terrain.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
"Oh, I'm not worried."

Khav easily gets the jump on the goblin. First glowering at the skull-bedecked Akitani, the half-orc edges closer, then powerfully barrels into Akitani and swings the flat of the blade against the goblins legs, leaving Akitani knocked down and bruised at Khav's feet.

Initiative - Initiative (Lan's bonus, 24H) (1d20+9+2+1=32)

CRIT! 32 total.

Free action - Intimidate Mitigation (24H) (1d20+9+1=27)

Intimidate 27, the foe takes a -2 penalty to its next meditation or mitigation skill check.

Move action - Unbalancing Trick to shift up to 2 squares, ending at H8, and the next time I hit an enemy with a melee basic attack this turn, I knock them prone.

Standard action - Charge Akitani with MBA, ending in G6, using Backstab and Furious Assault. All damage non-lethal.

MBA Shortsword (CA from First Strike, Backstab, Charge, 24H, SA, FA) (1d20+12+2+3+1+1=29, 1d6+7+2d6+1d6+1=20)

Hits AC 29 for 20 damage, and on a hit, knocks prone.


  •  Khavak'aashta
    • Male Half-Orc Rogue-Thief (Assassin) 4
    • Full Character Sheet
    • Passive Perception: 19, Passive Insight: 14, Senses: Low-Light Vision
    • AC: 19, Fort: 17, Reflex: 20, Will: 16 - Speed: 6
    • HP: 40/40, Bloodied: 20, Surge Value: 10, Surges left: 7/8
    • Action Points: 1
    • Resists: 5 Necrotic, 5 Poison

    • Half-Orc Resiliance (Race): Gain 5 temp HP first time bloodied in an encounter.
    • Swift Charge (Race): +2 speed when charging.
    • First Strike (Class): At the start of an encounter, gain combat advantage against foes who have not yet acted.
    • Sneak Attack (Class): Once per turn, deal 2d8 (Backstabber feat) bonus damage with combat advantage when using a crossbow, light blade, short bow, or sling.
    • Skill Mastery (Class): Gain additional trained skill, and during a skill challenge, a natural 20 automatically succeeds and counts as an additional success.
    • Light Blade Expertise (Feat): +1/tier to hit with light blades, and +1/tier damage with combat advantage with light blades.

    • Powers
    • -Ambush Trick
    • -Tumbling Trick
    • -Unbalancing Trick
    • -Backstab 1 / 2
    • -Furious Assault
    • -Half-Orc Resilience
    • -Second Wind
    • -Shadow Step
    • -Sudden Leap

    • Items
    • -Final Sleep Ki Focus +1 - Properties - +1d12 Crit. Right after you reduce an enemy to 0 hit points with an implement attack or a weapon attack using this ki focus, you can shift 1 square as a free action.
    • -Deathcut Leather Armor +1 - Properties - Resist 5 necrotic. Resist 5 poison.
    • -Deathcut Leather Armor +1 - Power (Daily Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 necrotic damage to that enemy.
    • -Amulet of Protection +2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
Moderator
Registered: Oct 2008
Posts: 4627
Khav roars into action (Mitigation success) charging into the goblin and knocking him on his rear (20 dam to Akitani, knocked prone). Akitani stands up. "Hahaha. Good hit. You fight like Dhakaani of past. Like style." (Meditation success) The goblin swings the flat of his waraxe at the half-orc, hitting him in the nose (9 dam to Khav). "Trade swings. Fun that way."

Bout 2: Akitani vs. Khav
=>Khav: 31/40, 7/8 surges (1 AP)
Akitani: down 20

Party Condition:
Geen: 45/45, 6/8 surges (0 AP)
Khav: 40/40, 7/8 surges (1 AP)
Kurvilis: 36/36, 7/8 surges (1 AP), Won Bout 1
Lan: 36/41, 7/9 surges (0 AP), 4/4 PP
Sentinel: 48/50, 8/11 surges (0 AP)

Wordbearer Condition:
Yeraa: down 7, Lost Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: fighting in unknown Bout, at I2
Hobgoblin Warcaster: fighting in unknown Bout, at D3
Akitani: fighting in Bout 2, at J2
Hobgoblin soldier: fighting in unknown Bout, at L3
Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4

User posted image

  •  The Amalorkar:
    • Rules:
      *For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
      *Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
      *A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
      *The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
      *Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
      *Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
      *The first side to win five bouts wins the amalorkar.
      *A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

      Meditation
      Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
      History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
      Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

      Mitigation
      Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
      Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
      Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.


  •  Features of the Area
    • Illumination: Bright light
      Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
      Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
      Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
      Rubble: These squares of loose rock and gravel are difficult terrain.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Jun 2008
Posts: 5084
Location: Los Angeles, CA
"It won't be fun for much longer," Khav tells Akitani. He then backs up a couple of steps and charges the goblin again, once more knocking him down. Khav then slams the flat of his blade against the goblin's skull-helmeted head, hoping to end the round now.

Free action - Intimidate (24H) (1d20+9+1=13)

Intimidate 13, the foe takes a -2 penalty to its next meditation or mitigation skill check.

Move action - Unbalancing Trick to shift up to 2 squares, ending at H8, and the next time I hit an enemy with a melee basic attack this turn, I knock them prone.

Standard action - Charge Akitani with MBA, ending in G6. All damage non-lethal.

MBA Short Sword (Charge, 24H) (1d20+12+1+1=32, 1d6+7=10)

Hits AC 32 for 10 damage, and on a hit, knocks prone.

Assuming that hit, ACTION POINT!

Standard action - MBA Akitani, using Backstab. All damage non-lethal.

MBA (CA, Backstab, 24H, LBE) (1d20+12+2+3+1=38, 1d6+7+2d8+1=14) / Crit (1d12=2)

Hits AC 38 - CRIT! - for 32 damage.

Just realized I only used d6's for my Sneak Attack last round, instead of my new feat-upgraded d8's. D'oh!


  •  Khavak'aashta
    • Male Half-Orc Rogue-Thief (Assassin) 4
    • Full Character Sheet
    • Passive Perception: 19, Passive Insight: 14, Senses: Low-Light Vision
    • AC: 19, Fort: 17, Reflex: 20, Will: 16 - Speed: 6
    • HP: 31/40, Bloodied: 20, Surge Value: 10, Surges left: 7/8
    • Action Points: 0
    • Resists: 5 Necrotic, 5 Poison

    • Half-Orc Resiliance (Race): Gain 5 temp HP first time bloodied in an encounter.
    • Swift Charge (Race): +2 speed when charging.
    • First Strike (Class): At the start of an encounter, gain combat advantage against foes who have not yet acted.
    • Sneak Attack (Class): Once per turn, deal 2d8 (Backstabber feat) bonus damage with combat advantage when using a crossbow, light blade, short bow, or sling.
    • Skill Mastery (Class): Gain additional trained skill, and during a skill challenge, a natural 20 automatically succeeds and counts as an additional success.
    • Light Blade Expertise (Feat): +1/tier to hit with light blades, and +1/tier damage with combat advantage with light blades.

    • Powers
    • -Ambush Trick
    • -Tumbling Trick
    • -Unbalancing Trick
    • -Backstab 1 / 2
    • -Furious Assault
    • -Half-Orc Resilience
    • -Second Wind
    • -Shadow Step
    • -Sudden Leap

    • Items
    • -Final Sleep Ki Focus +1 - Properties - +1d12 Crit. Right after you reduce an enemy to 0 hit points with an implement attack or a weapon attack using this ki focus, you can shift 1 square as a free action.
    • -Deathcut Leather Armor +1 - Properties - Resist 5 necrotic. Resist 5 poison.
    • -Deathcut Leather Armor +1 - Power (Daily Necrotic): Immediate Reaction. You can use this power when an enemy hits you with a melee attack. Deal 1d10 necrotic damage to that enemy.
    • -Amulet of Protection +2
_______________
Salazar Miller - Human Sorcerer 24 - Scales of War
Azad Halim al'Zahir - Tiefling Battlemind|Paladin 7 - Points of Light
Khavak'aashta - Half-Orc Thief 5 - Eberron
Dwimmerlaik - Revenant Hexblade 2 - Dark Campaign
« Last edit by Gary on Thu Sep 01, 2011 3:23 pm. »
Moderator
Registered: Oct 2008
Posts: 4627
Khav bares his teeth as he waltzes back to the center of the ring. He charges back in and hits the goblin, knocking him down and wounding him (10 dam to Akitani, bloodied, prone). "Sting feel good," the goblin says as he watches Khav swing his sword on top of his head, knocking him out for good (32 dam to Akitani, unconscious, Bout 2 victory).

"Impressive. You fight well. Who is your next champion?" Yeraa asks.

OOC: We need the 3rd round participant. Also, I don't remember, but did you guys ever come up with a party name?

Bout 3: Unknown vs. Unknown

Party Condition:
Geen: 45/45, 6/8 surges (0 AP)
Khav: 31/40, 7/8 surges (0 AP), Bout 2 Victory
Kurvilis: 36/36, 7/8 surges (1 AP), Bout 1 Victory
Lan: 36/41, 7/9 surges (0 AP), 4/4 PP
Sentinel: 48/50, 8/11 surges (0 AP)

Wordbearer Condition:
Yeraa: down 7, Lost Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: fighting in unknown Bout, at I2
Hobgoblin Warcaster: fighting in unknown Bout, at D3
Akitani: unconscious, Lost Bout 2, at J2
Hobgoblin soldier: fighting in unknown Bout, at L3
Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4



  •  The Amalorkar:
    • Rules:
      *For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
      *Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
      *A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
      *The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
      *Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
      *Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
      *The first side to win five bouts wins the amalorkar.
      *A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

      Meditation
      Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
      History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
      Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

      Mitigation
      Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
      Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
      Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.


  •  Features of the Area
    • Illumination: Bright light
      Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
      Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
      Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
      Rubble: These squares of loose rock and gravel are difficult terrain.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Lan looks around at the Wordbearers, taking in their stances and body language. He tries to assess who will be fighting next and then passes on his guess to the other Keepers. ;)

Insight to glean which wordbearer is fighting next. (1d20+12+1=20)

OOC: Thought I'd try the name on for size.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
Lan thinks that the next fighter is either one of the soldiers or Govaan.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Lan sends an emotional nudge towards Sentinel and Geen, hoping one of them will step forward.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Sep 2009
Posts: 1238
OOC: Headed to bed. If no one steps into the circle by tomorrow morning, Sentinel is striding in.
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Moderator
Registered: Oct 2008
Posts: 4627
OOC: Whoever does, go ahead and roll your initiative.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Sep 2009
Posts: 1238
Sentinel strides into the circle and holds the Dhakaani salute perhaps a tad too long.

Initiative (Lan bonus) (24Hr) (1d20+4+2+1=16)
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Moderator
Registered: Oct 2008
Posts: 4627
Govaan and Sentinel step into the ring opposite each other. Govaan gives the honor salute. "I have seen you fight. I think the others carry you!" (Bluff Mitigation success). The goblin steps forward and smacks Sentinel with one of his katars (Sentinel hit for 9 dam, grants CA UENT).

Bout 3: Govaan vs. Sentinel
Govaan:
Sentinel: 39/50, 8/11 surges (0 AP), must roll Mitigation/Meditation twice, taking lower result; granting CA

Party Condition:
Geen: 45/45, 6/8 surges (0 AP)
Khav: 31/40, 7/8 surges (0 AP), Bout 2 Victory
Kurvilis: 36/36, 7/8 surges (1 AP), Bout 1 Victory
Lan: 36/41, 7/9 surges (0 AP), 4/4 PP
Sentinel: 39/50, 8/11 surges (0 AP)

Wordbearer Condition:
Yeraa: down 7, Lost Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: fighting in Bout 3, at I2
Hobgoblin Warcaster: fighting in unknown Bout, at D3
Akitani: unconscious, Lost Bout 2, at J2
Hobgoblin soldier: fighting in unknown Bout, at L3
Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4

User posted image

  •  The Amalorkar:
    • Rules:
      *For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
      *Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
      *A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
      *The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
      *Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
      *Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
      *The first side to win five bouts wins the amalorkar.
      *A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

      Meditation
      Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
      History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
      Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

      Mitigation
      Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
      Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
      Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.


  •  Features of the Area
    • Illumination: Bright light
      Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
      Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
      Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
      Rubble: These squares of loose rock and gravel are difficult terrain.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Sep 2009
Posts: 1238
Sentinel ignores the remark for now, and calls upon his arcane powers to protect himself and not his friends for once.

arcana check (1d20+12+1-2=21, 1d20+12+1-2=16)

+2 to AC
He seems confused by the taunt from Govaan, and his attack swing is uncontrolled.

Actions:
Standard: Booming Blade against Govaan. (1d20+12+1(24Hr)=19, 1d8+6+1(2handed)=15, 1d6+3=8)
Attack hits AC 19 for 15 damage. Upon a hit, WLR and target takes 8 damage for moving away from Sentinel.
Move: Shift to I9

  •  Sentinel Click for character sheet (PDF)
    • Warforged Swordmage 4
    • Passive Perception: 13, Passive Insight: 13
    • AC:23, Fort:15, Reflex:16, Will:16 - Speed:6
    • HP:39/50, Bloodied:25, Surge Value:12, Surges left:08/11
    • Action Points: 1, Second Wind: not used
    •  
    • Powers
      • Aegis of Shielding (arcane) (Minor, Close Burst 2)
      • Booming Blade (arcane, thunder, weapon) (Standard, Melee 1)
      • Sword Burst (arcane, force, implement) (Standard, Close Burst 1)
      • Second Wind (Standard)
      • Warforged Resolve (Minor)
      • Sword of Sigils (arcane, force, weapon) (Standard; Close Burst 1)
      • Dimensional Warp (arcane, teleportation) (Minor; Close Burst 3)
      • Dimensional Vortex (arcane, teleportation, impliment) (Imm Reac; Range 10)
      • Dimensional Thunder (arcane, teleportation, thunder, weapon) (Standard; Melee-Special)
      • Ashurta's Blade Blade becomes broadsword, dagger, longsword, shuriken, or shortsword(minor) Target is dazed until EoNT, if abberrant creature, restrained andcannot teleport until EoNT (Free; Trigger on hit)
       
    • Items
      • Ashurta's Blade +2 weapon, +2d6 on a crit, +2d10 crit against aberrant creatures, get +1 item bonus to all defenses agaisnt atacks of aberrant creatures
      • Runic Leather Armor +1 gain enhancement bonus to arcane checks, when using second wind, add enh. bonus to damage rolls with arcane attack powers until end of next turn
      • Longsword
      • Backpack
      • Climber's Kit (grappling hook, small hammer, 10 pitons)
      • Bedroll
      • Belt Pouch
      • Candle (7)
      • Flask
      • Flint and Steel
      • Hempen Rope (50ft)
      • Everburning Torch
       
    • Abilities
      • Languages Common
      • Living Construct No need to eat, drink, breathe, or sleep.
      • Unsleeping Watcher I do not sleep. I need 4 hours of inactivity, during which I am fully aware of my surroundings.
      • Warforged Mind +1 racial bonus to my Will
      • Warforged Resilience +2 racial bonus to saving throws against ongoing damage
      • Warforge Resolve</li>
      • Sword Bond
      • Aegis of Shielding
      • Swordmage Warding +1 to AC or +3 to AC when wiedling blade in one hand
       
    • Skills
      • Acrobatics +4
      • Arcana +12
      • Athletics +7
      • Bluff +1
      • Diplomacy +1
      • Dungeoneering +3
      • Endurance +7
      • Heal +3
      • History +11
      • Insight +3
      • Intimidate +3
      • Nature +3
      • Perception +3
      • Religion +11
      • Stealth +4
      • Streetwise +1
      • Thievery +4

OOC: That might miss. If so, Sentinel loses, right?
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Moderator
Registered: Oct 2008
Posts: 4627
Sentinel is able to ignore Govaan's taunt and draw on the power of the circle to protect himself (Arcana Meditation Success, +2 AC). Then Sentinel swings, and despite the awkwardness, still manages to hit Govaan (15 dam to Govaan). The goblin chants a little bit, and Sentinel can make out, "Ancestors, please guide my hands," but the warforged doesn't sense that Govaan gained any benefit (History Meditation Failure). He quickly steps around Sentinel, next to a boulder and jams the blunt end of a katar right on the swordmage's spine (15 damage to Sentinel, damaged). As he strikes, Govaan feels some pain of his own (4 dam to Govaan).

EDIT: Added WLR damage.

Bout 3: Govaan vs. Sentinel
Govaan: down 18
Sentinel: 24/50, 8/11 surges (0 AP), damaged

Party Condition:
Geen: 45/45, 6/8 surges (0 AP)
Khav: 31/40, 7/8 surges (0 AP), Bout 2 Victory
Kurvilis: 36/36, 7/8 surges (1 AP), Bout 1 Victory
Lan: 36/41, 7/9 surges (0 AP), 4/4 PP
Sentinel: 24/50, 8/11 surges (0 AP), damaged

Wordbearer Condition:
Yeraa: down 7, Lost Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: fighting in Bout 3, at I2
Hobgoblin Warcaster: fighting in unknown Bout, at D3
Akitani: unconscious, Lost Bout 2, at J2
Hobgoblin soldier: fighting in unknown Bout, at L3
Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4

User posted image

  •  The Amalorkar:
    • Rules:
      *For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
      *Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
      *A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
      *The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
      *Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
      *Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
      *The first side to win five bouts wins the amalorkar.
      *A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

      Meditation
      Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
      History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
      Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

      Mitigation
      Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
      Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
      Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.


  •  Features of the Area
    • Illumination: Bright light
      Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
      Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
      Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
      Rubble: These squares of loose rock and gravel are difficult terrain.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
« Last edit by Josh on Fri Sep 02, 2011 3:30 pm. »
Moderator
Registered: Oct 2008
Posts: 7786
Lan frowns at seeing Sentinel's sluggish fighting and wonders why the warforged didn't counter with a riposte.

OOC: Does Govaan take damage from white lotus riposte?
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Sep 2009
Posts: 1238
Sentinel slaps Govaan with a shot across the thigh. "Your ancestors have no interest in aiding you."

Actions:
Standard: Booming blade against Govaan. (1d20+12+1(24Hr)=25, 1d8+6+1(2handed)=10, 1d6+3=9)
Attack hits AC 25 for 10 thunder damage. Upon a hit, WLR and target takes 10 for moving away.
Free: Arcana check min 13, gain +2 to AC
Move: Shift to I8.

  •  Sentinel Click for character sheet (PDF)
    • Warforged Swordmage 4
    • Passive Perception: 13, Passive Insight: 13
    • AC:23, Fort:15, Reflex:16, Will:16 - Speed:6
    • HP:24/50, Bloodied:25, Surge Value:12, Surges left:08/11
    • Action Points: 1, Second Wind: not used
    •  
    • Powers
      • Aegis of Shielding (arcane) (Minor, Close Burst 2)
      • Booming Blade (arcane, thunder, weapon) (Standard, Melee 1)
      • Sword Burst (arcane, force, implement) (Standard, Close Burst 1)
      • Second Wind (Standard)
      • Warforged Resolve (Minor)
      • Sword of Sigils (arcane, force, weapon) (Standard; Close Burst 1)
      • Dimensional Warp (arcane, teleportation) (Minor; Close Burst 3)
      • Dimensional Vortex (arcane, teleportation, impliment) (Imm Reac; Range 10)
      • Dimensional Thunder (arcane, teleportation, thunder, weapon) (Standard; Melee-Special)
      • Ashurta's Blade Blade becomes broadsword, dagger, longsword, shuriken, or shortsword(minor) Target is dazed until EoNT, if abberrant creature, restrained andcannot teleport until EoNT (Free; Trigger on hit)
       
    • Items
      • Ashurta's Blade +2 weapon, +2d6 on a crit, +2d10 crit against aberrant creatures, get +1 item bonus to all defenses agaisnt atacks of aberrant creatures
      • Runic Leather Armor +1 gain enhancement bonus to arcane checks, when using second wind, add enh. bonus to damage rolls with arcane attack powers until end of next turn
      • Longsword
      • Backpack
      • Climber's Kit (grappling hook, small hammer, 10 pitons)
      • Bedroll
      • Belt Pouch
      • Candle (7)
      • Flask
      • Flint and Steel
      • Hempen Rope (50ft)
      • Everburning Torch
       
    • Abilities
      • Languages Common
      • Living Construct No need to eat, drink, breathe, or sleep.
      • Unsleeping Watcher I do not sleep. I need 4 hours of inactivity, during which I am fully aware of my surroundings.
      • Warforged Mind +1 racial bonus to my Will
      • Warforged Resilience +2 racial bonus to saving throws against ongoing damage
      • Warforge Resolve</li>
      • Sword Bond
      • Aegis of Shielding
      • Swordmage Warding +1 to AC or +3 to AC when wiedling blade in one hand
       
    • Skills
      • Acrobatics +4
      • Arcana +12
      • Athletics +7
      • Bluff +1
      • Diplomacy +1
      • Dungeoneering +3
      • Endurance +7
      • Heal +3
      • History +11
      • Insight +3
      • Intimidate +3
      • Nature +3
      • Perception +3
      • Religion +11
      • Stealth +4
      • Streetwise +1
      • Thievery +4
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Moderator
Registered: Oct 2008
Posts: 4627
Sentinel hits Govaan again as he draws on the arcane ash (Govaan takes 10 dam, bloodied, Arcane Meditation Success). In response, Govaan calls upon his ancestors once more (History Meditation Success). Govaan then tries to jam his katar into Sentinel, but cannot penetrate the warforged's armor. In addition, the lingering arcane effects of his last attack sting Govaan once more (4 dam to Govaan).

OOC: Technically, Govaan has now taken damage this round, so as long as Sentinel doesn't take any damage on his own turn, the match is over. I will allow Nathan to take his turn, even if it is simply "twiddling thumbs."

Bout 3: Govaan vs. Sentinel
Govaan: down 33, bloodied
Sentinel: 24/50, 8/11 surges (0 AP), damaged

Party Condition:
Geen: 45/45, 6/8 surges (0 AP)
Khav: 31/40, 7/8 surges (0 AP), Bout 2 Victory
Kurvilis: 36/36, 7/8 surges (1 AP), Bout 1 Victory
Lan: 36/41, 7/9 surges (0 AP), 4/4 PP
Sentinel: 24/50, 8/11 surges (0 AP), damaged

Wordbearer Condition:
Yeraa: down 7, Lost Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: fighting in Bout 3, at I2
Hobgoblin Warcaster: fighting in unknown Bout, at D3
Akitani: unconscious, Lost Bout 2, at J2
Hobgoblin soldier: fighting in unknown Bout, at L3
Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4

User posted image

  •  The Amalorkar:
    • Rules:
      *For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
      *Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
      *A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
      *The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
      *Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
      *Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
      *The first side to win five bouts wins the amalorkar.
      *A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

      Meditation
      Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
      History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
      Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

      Mitigation
      Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
      Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
      Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.


  •  Features of the Area
    • Illumination: Bright light
      Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
      Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
      Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
      Rubble: These squares of loose rock and gravel are difficult terrain.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Sep 2009
Posts: 1238
Sentinel's understanding of the rules would probably not consider the arcane feedback a true damaging attack and he would press on unless told otherwise, stopping if he scored a clean hit.

Actions:
Free: Arcana check, +2 to AC
Standard: Booming blade against Govaan (1d20+12+1=25, 1d8+6=10, 1d6+3=7)

OOC: Assuming that hits, Sentinel will stand down and tell Govaan it was a well fought bout. Someone needs to throw a bout so they don't look weak ;)
_______________
Sentinel - Warforged Shielding Swordmage (Eberron)
Allena Walmond - Human Paladin of Amaunator (Forgotten Realms)
Variel - Elf Beastmaster Ranger
Thaelan the Clanless - Dwarf Protector Spirit Shaman (Dungeon Delve 4)
Moderator
Registered: Oct 2008
Posts: 4627
OOC: I'll update after dinner, but Sentinel hit and won the bout. I think Geen is in Bout 4. He will face Jezirpa, a hobgoblin soldier. You can roll Geen's initiative any time.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light
Moderator
Registered: Oct 2008
Posts: 7786
Lan nods his congratulations to Sentinel for winning the bout.

OOC: Don't worry Nathan, Lan's options are limited so he's likely to lose. My plan will be to hit with unaugmented energizing strike as often as possible and give you guys thp for your next bouts. Josh, I think you said that's not dishonorable since it's not healing and it's part of the power, right? If it is, then I will forgo doing that.
_______________
Ravenblade - Dwarf Two-Weapon Ranger, Hammer of Moradin (Scales of War)
Moderator
Registered: Oct 2008
Posts: 4627
Sentinel hits Govaan once more for good measure, ending the match (10 dam to Govaan, Sentinel wins Bout 3). Govaan makes the honor salute again and walks out of the circle. "Jezirpa, you are next." The soldier with both eyes remaining steps into the circle opposite Geen. "Let's make this a good fight." Jezirpa salutes.

OOC: Geen needs to roll initiative (but don't go until I allow it). Lan can use Energizing Strike, but your allies must be in range to get the benefit.

Bout 4: Jezirpa vs. Geen
Geen: 45/45, 6/8 surges (0 AP)
Jezirpa:

Party Condition:
Geen: 45/45, 6/8 surges (0 AP)
Khav: 31/40, 7/8 surges (0 AP), Bout 2 Victory
Kurvilis: 36/36, 7/8 surges (1 AP), Bout 1 Victory
Lan: 36/41, 7/9 surges (0 AP), 4/4 PP
Sentinel: 24/50, 8/11 surges (0 AP), damaged, Bout 3 Victory

Wordbearer Condition:
Yeraa: down 7, Lost Bout 1, at G2
Tikulti: fighting in unknown Bout, at F2
Govaan: down 43, bloodied, Lost Bout 3, at I2
Hobgoblin Warcaster: fighting in unknown Bout, at D3
Akitani: unconscious, Lost Bout 2, at J2
Jezirpa: fighting in Bout 4, at L3
Hobgoblin soldier w/ eyepatch: fighting in unknown Bout, at C4

User posted image

  •  The Amalorkar:
    • Rules:
      *For each bout, each side fields a single combatant. These champions face each other in nonlethal combat in the ring. You may choose your order, but each PC must fight at least once.
      *Combatants enter the open ends of the circle, roll initiative, and engage (Lan's party initiative bonus will count).
      *A combatant loses and must stop fighting when he or she: 1) is knocked unconscious; 2) Is forced out of the circle; or 3) Takes damage and fails to deal damage to the opponent in the same round.
      *The entire amalorkar is considered a single encounter. This is also the same day as the Bladebearer encounter. Any Dailies and APs you used then are gone.
      *Non-combatants can be anywhere outside of the ring, but will be considered on the edge unless otherwise noted.
      *Using an action while outside of the ring is considered cheating, except for using a second wind. This will result in an automatic loss for the bout that is occurring. Healing actions during a bout are considered cheating, as well (other than second wind). Powers that heal as a side effect are allowed.
      *The first side to win five bouts wins the amalorkar.
      *A combatant can also use a Free Action each round to "meditate" or "mitigate" on his turn. These are DC 12 skill checks that can improve your odds in the bout.

      Meditation
      Arcana: Combatant draws on the mystical power of the amalorkar circle, gaining +2 bonus to the defense of his choice.
      History: Combatant evokes mental images of great deeds or other significant events, perhaps including personal ancestors, gaining a +2 bonus to his attack roll.
      Religion: Combatant calls on deities, spirits, or other spiritual entities for strength, gaining +2 bonus to a saving throw.

      Mitigation
      Bluff: Combatant derides the foe's faith or skill. The foe must roll its next meditation or mitigation twice, taking the lower result.
      Insight: Combatant carefully gauges a foe, gaining a +2 bonus to next meditation or mitigation skill check.
      Intimidate: Combatant rattles the foe's nerves with a display of anger. The foe takes a -2 penalty to its next meditation or mitigation skill check.


  •  Features of the Area
    • Illumination: Bright light
      Black Smoke Circle: Curls of black smoke billow up from the circle of ash as long as the amalorkar continues. The smoke is not thick enough to block sight. However, a creature that enters a smoke square disturbs the ash, which rises up to engulf the creature. The individual mus succeed on a DC 12 Endurance check or be blinded UENT. A creature that enters a square of ash is not considered to have lost the bout; this only occurs if the creature is forced to move entirely outside the circle (and consider any square with 50% or more covered in ash to be a part of the circle).
      Boulders: These 5 foot tall rocks take Athletics DC 10 to climb and are cover terrain.
      Sheer Cliff: The cliffs lead vertically up into the mountains for hundreds of feet.
      Rubble: These squares of loose rock and gravel are difficult terrain.
_______________
Mal Geminous - Tiefling Warlord, Scales of War
Corydimbiddle - Gnome Artificer, Points of Light

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