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A Baronet's Daughter and a Sunless Citadel IC


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Tower Shell (Area 4)

The party continues to explore the room and the doors that lead out of it. The find the southern most door a bit stuck and is made out of stone. It was likely intended to be a hidden door at some point but the ages have made its outside visible but it looks like none of the inhabitants have made a successful effort to figure out how to open the door.

The south-western door opens easily enough though.

Old Approach (Area 6)

The south-western door opens into a much wider hallway heading to the south.

"The masonry walls of the 20-foot wide hall are in poor repair. The far end is especially bad, as it has completely collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing dragon carved in a relief upon it. The door contains a single keyhole, which is situated in the rearing's dragon's open mouth."

 

 

Edited by DragonFriend (see edit history)
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Malus| AC 16 | Ini: 4 | BAB +3 | Hit Points: 42/42 | Size: Medium | Speed: 40 ft |
Touch: +15| Fort: +5 | Ref: +6 | Will: +5 | FF: +13

 


https://i.pinimg.com/564x/db/fb/75/dbfb75e82420d9c9871e46b39e7fdee2.jpg

"Well, one can't say they were slouches when it comes to putting in the work for the right feel of the cult." Malus inspects the statue closer for anything that looks interesting or out of place but doesn't bother with the lock. He neither had the key nor was the master lockpick. And unfortunately, he doubted this statue would buck under his kicks like a door.


Tools of the Trade

Unarmed:

 

Unarmed: 1d20+7, 1d8+4, (x2)

Unarmed (Using Shadow Hand): 1d20+8, 1d8+5 (x2)

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

Stances: [X]=Non-Active, [O]= Active

Island of Blades [O]

Stance of Clarity [X]

Maneuvers: [X]=Non-Active, [O]= Active

Clinging Shadow Strike [O]

Burning Blade [O]

Sapphire Nightmare Blade [O]

Mighty Throw [O]

Stone Bones [O]

Sudden Leap [O]

Wolf Fang Strike [O]

Shadow Jaunt [O]

 

OOC:


 

 

 

 

Edited by Grudge (see edit history)
Name
Search
6
1d20+1 5
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Kethar Starborn

felipe-bracioli-monk.jpg.801880d3559483d3787f017ce68115c6.jpg

Statblock

[URL=/sheets/?id=2833768][B][SIZE=+1]Kethar Starborn[/SIZE][/B][/URL] Male Lawful Good Githzerai LA+2/Spirit Shaman 2 Sohei 1/Spirit Shaman 3, [B]Level[/B] 3, [B]Init[/B] 4, [B]HP[/B] 29/29, [B]Speed[/B] 30 [B]AC[/B] 18, [B]Touch[/B] 14, [B]Flat-footed[/B] 14, [B]Fort[/B] 6, [B]Ref[/B] 5, [B]Will[/B] 7, [B]Base Attack Bonus[/B] 2 [B]Weapon Focus MW Naginata [/B] +6 (1d10+2, X3) [B] MW +2 STR Composite shortbow (20 arrows) [/B] +7 (1d6+2, X3) [B] Mithril Chainshirt[/B] (+4 Armor, +4 Dex) [B]Abilities[/B] Str 14, Dex 18, Con 12, Int 14, Wis 14, Cha 12 [B]Condition[/B] None [B]Languages[/B] Common, Gith, Draconic, Celestial Healing Belt: 1 charge: Heals 2d8 points of damage. 2 charges: Heals 3d8 points of damage. 3 charges: Heals 4d8 points of damage.
Kethar Starborn
Male Lawful Good Githzerai LA+2/Spirit Shaman 2 Sohei 1/Spirit Shaman 3, Level 3, Init 4, HP 29/29, Speed 30
AC 18, Touch 14, Flat-footed 14, Fort 6, Ref 5, Will 7, Base Attack Bonus 2
Weapon Focus MW Naginata +6 (1d10+2, X3)
MW +2 STR Composite shortbow (20 arrows) +7 (1d6+2, X3)
Mithril Chainshirt (+4 Armor, +4 Dex)
Abilities Str 14, Dex 18, Con 12, Int 14, Wis 14, Cha 12
Condition None
Languages Common, Gith, Draconic, Celestial

Healing Belt:
1 charge: Heals 2d8 points of damage.
2 charges: Heals 3d8 points of damage.
3 charges: Heals 4d8 points of damage.

 

Skills

Skill Name Modifier
Appraise 2
Balance 4
Bluff 2
Climb 1
Concentration 4
Craft 0
Decipher Script 2
Diplomacy 3
Disable Device 2
Disguise 1
Escape Artist 4
Forgery 2
Gather Information 1
Handle Animal 3
Heal 8
Hide 4
Intimidate 1
Jump 2
Knowledge(Geography) 4
Knowledge(History) 4
Knowledge(Local) 4
Knowledge(Nature) 4
Knowledge  
Listen 6
Move Silently 4
Open Lock 4
Perform 0
Profession(Cook) 2
Ride 4
Search 2
Sense Motive 2
Sleight of Hand 4
Spellcraft 5
Spot 6
Survival 4
Swim 2
Tumble 4
Use Magic Device 1
Use Rope 4
   
   

 

Feats and Abilities 

Feats:

Augment Healing (Complete Divine) [lvl1], Alertness(Players Handbook) [Spirit guide], Githzerai Link(Complete Psionic)[lvl3], Weapon Focus"Naginata"(Players Handbook) [Sohei ability]

Racial Abilities:

+6 DEX, +2 WIS,and -2 INT

Darkvision 60Ft

Naturally Psionic(+2 Bonus Power Points)

Psi-like abilities: 3/day Inertial Armor, Psionic Daze, Catfall,  and Concusion.  Lvl 11 get 1/day Plane shift

Power Resistance 13

LA +2

 

Spirit Shaman Abilities:

Spirit Guide (Fox)

Wild Empathy

Chastise Spirit

Detect Spirits

 

Sohei Abilities:

Ki Frenzy/1 day

Weapon Focus(Naginata)

Spells

Spell Saves per level:

Lvl 0 DC 12

Lvl 1 DC 13

Lvl 2 DC 14

 

Spells Known:

Lvl 0: 3

Lvl 1: 2

Lvl 2: 1

Spells per Day:

Lvl 0: 5

Lvl 1: 5

Lvl 2: 3

 

Spells:

Lvl 0:

Cure Minor Wounds

Detect Poison

Guidance

 

Lvl 1:

Cure Light Wounds

Produce Flame 1d6+3

 

Lvl 2:

Lesser Restoration

Equipment 

Equipment:

Mithril Chainshirt (1100GP) Dungeon Masters Guide

MW Composite Shortbow +2 STR w/20 Arrows(525GP) Players Handbook

MW Naginata (310GP) Players Handbook

Healing Belt (750GP) Magic Item Compendium Pg 110

Backpack (2GP) Players Handbook

Bedroll (1SP) Players Handbook

Blanket, Winter (5SP) Players Handbook

Fishhook (1SP) Players Handbook

Flint & Steel (1GP) Players Handbook

Small Steel Mirror (10GP) Players Handbook

Iron Pot (5SP) Players Handbook

Belt Pouch (1GP) Players Handbook

5x Bread, 5x Cheese, and 5x Meat (3GP) Players Handbook

Silk Rope 50 Ft (10GP) Players Handbook

Soap (5SP) Players Handbook

Tent (10GP) Players Handbook

Waterskin (1GP) Players Handbook

Whetstone (2CP) Players Handbook

Monks Outfit (10GP) Players Handbook

Light Warhorse (150GP) Players Handbook

Bit & Bridle (2GP) Players Handbook

Military Saddle (20GP) Players Handbook

Saddlebag (4GP) Players Handbook

Feed x7(3SP5CP) Players Handbook

Spices (Pepper, Salt, Garlic, Cumin, Basil, Rosemary, Onion) (31GP 1 SP, and 5 CP) Arms and Equipment Guide Pg 31

Wheat Flour (3 GP) Arms and Equipment Guide Pg 31

Olive Oil (5GP) Arms and Equipment Guide Pg 31

Honey (1SP) Arms and Equipment Guide Pg 31

Funds Left over 5PP, 6GP, 6SP, and 8CP

 

Kethar helps the others search the area for any clues and any ways to move forward. It appeared they only had the one door forward but how to get through it without a key. "Anyone know how to pick a lock, perhaps a skill learned in your misspent youth? Can not say the monastery came me many opportunities to learn that skill growing up" he gives Malus a grin before giving him a suggestion. "Perhaps you can stick your hand in the dragons mouth, it could just be hungry."

Edited by darlis moonbeam (see edit history)
Name
Spot
8
1d20+6 2
listen
12
1d20+6 6
search
15
1d20+2 13
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Booth

image.png.5a12008c7639d0ea159562010b45e66a.pngBooth places a palm on the masonry, his eyebrows furrowing as he pulls cobwebs from old memories.

'If I can take some time, I used to do a lot of spelunking for my profession before. Let me see if we can glean something around here.'

 

 

 

 

 


Level 3 | Init 3 | AC 35 Flat 33 | HP 22/22 | Walk 30ft | Darkvision 120ft | Fast Heal 2, DR 5/slash, SR 14, Fire 50% | FORT 4 REF 7 WILL 12 | Nondetection, Stonecunning, Plant Traits |Stance: Rootbearer Spirit | Sheet |

Name
Stonecunning
9
1d20+2 7
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Tower Shell (Area 4)

Booth discovers the southern most stone door can probably be forced open with a bit of effort.

Old Approach (Area 6)

The dragon door is extremely sturdy and it is unlikely the party will be able to force their way past it, and there appears no other ways forward on this path.

 

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kaldakaczilhumansmall.png.f3ee92b6fb6570c90b2000575e3603cc.png

Character Sheet

 

Kaldakaczil (Dragon)
Male Lawful Good Gold Dragon 3//Paladin 2/Sorcerer 1, Level 3, Init 1, HP 40/40, Speed 40ft, Swim 40ft, Fly 50ft
AC 17, Touch 11, Flat-footed 16, Fort 11, Ref 8, Will 7, Base Attack Bonus 3   
  Bite  +6 (1d8+3, x2)
Claws +4/+4 (1d6+1, x2)
  Mage Armor (+4 Armor, +1 Dex, +2 Natural))
Abilities Str 16, Dex 12, Con 14, Int 16, Wis 10, Cha 18
Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft.
Conditions Mage Armor

Human Form (Name Gawain)
Male Lawful Good Gold Dragon 3//Paladin 2/Sorcerer 1, Level 3, Init 1, HP 40/40, Speed 30ft
AC 15, Touch 11, Flat-footed 14, Fort 11, Ref 8, Will 7, Base Attack Bonus 3   
  Greatsword  +5 (2d6+3, x2)
  Mage Armor + Shield (+4 Armor, +1 Dex)
Abilities Str 14, Dex 12, Con 14, Int 16, Wis 10, Cha 18
Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft.
Conditions Mage Armor, Hat of Disguise for the armor's appearance.

Luca (Raven Familiar)
Male Neutral Animal 1, Level 3, Init +2, HP 21/21, Speed 10ft, Fly 40ft (average)
AC 19, Touch 14, Flat-footed 13, Fort 5, Ref 5, Will 5, Base Attack Bonus 3   
  Claws +7 (1d2-5)
  Mage Armor (+4 Armor, +4 Shield, +2 Dex, +2 Size, +1 Natural Armor)
Abilities Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Senses Low-Light Vision
Conditions Mage Armor

"Well, there's few things dragons like more than gold, one of which is magic, although who knows if there's any magic left kicking within these doors... Or any ancient mechanisms to punish a thief. At the same time, who knows if the key to that door still remains in this ancient bastion..." The paladin casts his gaze towards the not-so-hidden door, offering it a testing press as he contemplates. "How would a dragon cult make a hidden door... Nif? Evnek? Luh? Zhen!" he inquires, testing a few words of draconic to see if the secret door responded at all.

Translations: Open? Reveal? Part? Move!

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Booth

image.png.5a12008c7639d0ea159562010b45e66a.pngBooth stands by the tower shell, rubbing around a small gap of the stone door.

'Anyone with some elbow grease to heave this open?'

 

 

 

 

 


Level 3 | Init 3 | AC 35 Flat 33 | HP 22/22 | Walk 30ft | Darkvision 120ft | Fast Heal 2, DR 5/slash, SR 14, Fire 50% | FORT 4 REF 7 WILL 12 | Nondetection, Stonecunning, Plant Traits |Stance: Rootbearer Spirit | Sheet |

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Malus| AC 16 | Ini: 4 | BAB +3 | Hit Points: 42/42 | Size: Medium | Speed: 40 ft |
Touch: +15| Fort: +5 | Ref: +6 | Will: +5 | FF: +13

 


https://i.pinimg.com/564x/db/fb/75/dbfb75e82420d9c9871e46b39e7fdee2.jpg

"I can push but if there is a keyhole it should be a key somewhere. Should we search for other areas we can access first? I can teleport up again and lower the rope so we can search the second floor in its entirety if we don't find anything here. Kethar might say things tongue in cheek but with this sophisticated gate I wouldn't be surprised if it is trapped."


Tools of the Trade

Unarmed:

 

Unarmed: 1d20+7, 1d8+4, (x2)

Unarmed (Using Shadow Hand): 1d20+8, 1d8+5 (x2)

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

Stances: [X]=Non-Active, [O]= Active

Island of Blades [O]

Stance of Clarity [X]

Maneuvers: [X]=Non-Active, [O]= Active

Clinging Shadow Strike [O]

Burning Blade [O]

Sapphire Nightmare Blade [O]

Mighty Throw [O]

Stone Bones [O]

Sudden Leap [O]

Wolf Fang Strike [O]

Shadow Jaunt [O]

 

OOC:


 

 

 

 

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kaldakaczilhumansmall.png.f3ee92b6fb6570c90b2000575e3603cc.png

Character Sheet

 

Kaldakaczil (Dragon)
Male Lawful Good Gold Dragon 3//Paladin 2/Sorcerer 1, Level 3, Init 1, HP 40/40, Speed 40ft, Swim 40ft, Fly 50ft
AC 17, Touch 11, Flat-footed 16, Fort 11, Ref 8, Will 7, Base Attack Bonus 3   
  Bite  +6 (1d8+3, x2)
Claws +4/+4 (1d6+1, x2)
  Mage Armor (+4 Armor, +1 Dex, +2 Natural))
Abilities Str 16, Dex 12, Con 14, Int 16, Wis 10, Cha 18
Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft.
Conditions Mage Armor

Human Form (Name Gawain)
Male Lawful Good Gold Dragon 3//Paladin 2/Sorcerer 1, Level 3, Init 1, HP 40/40, Speed 30ft
AC 15, Touch 11, Flat-footed 14, Fort 11, Ref 8, Will 7, Base Attack Bonus 3   
  Greatsword  +5 (2d6+3, x2)
  Mage Armor + Shield (+4 Armor, +1 Dex)
Abilities Str 14, Dex 12, Con 14, Int 16, Wis 10, Cha 18
Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft.
Conditions Mage Armor, Hat of Disguise for the armor's appearance.

Luca (Raven Familiar)
Male Neutral Animal 1, Level 3, Init +2, HP 21/21, Speed 10ft, Fly 40ft (average)
AC 19, Touch 14, Flat-footed 13, Fort 5, Ref 5, Will 5, Base Attack Bonus 3   
  Claws +7 (1d2-5)
  Mage Armor (+4 Armor, +4 Shield, +2 Dex, +2 Size, +1 Natural Armor)
Abilities Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Senses Low-Light Vision
Conditions Mage Armor

"There's probably no use forcing open that locked door no... But this hidden one? I think Booth's right in needing to use a bit of muscles for it." The paladin presses his hands against the door, giving it as best of a shove as he can with his shoulder while pressing his weight as hard as he can into where the gnome directed. "Don't suppose anyone brought a crowbar with them..."

Name
Strength
19
1d20+3 16
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Malus| AC 16 | Ini: 4 | BAB +3 | Hit Points: 42/42 | Size: Medium | Speed: 40 ft |
Touch: +15| Fort: +5 | Ref: +6 | Will: +5 | FF: +13

 


https://i.pinimg.com/564x/db/fb/75/dbfb75e82420d9c9871e46b39e7fdee2.jpg

"If we miss the key or something important just because you wanted to take the shortcut I won't tell you, "I told you so" While we're awake I'll use secret jutsu of my monetary to do it while you sleep too. With that "encouragement", Malus add his strength to Paladins. "I don't have a crowbar but I do have 300 ft of rope Too bad we don't need it."

 

Action: Aid Another


Tools of the Trade

Unarmed:

 

Unarmed: 1d20+7, 1d8+4, (x2)

Unarmed (Using Shadow Hand): 1d20+8, 1d8+5 (x2)

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

Stances: [X]=Non-Active, [O]= Active

Island of Blades [O]

Stance of Clarity [X]

Maneuvers: [X]=Non-Active, [O]= Active

Clinging Shadow Strike [O]

Burning Blade [O]

Sapphire Nightmare Blade [O]

Mighty Throw [O]

Stone Bones [O]

Sudden Leap [O]

Wolf Fang Strike [O]

Shadow Jaunt [O]

 

OOC:


 

 

 

 

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Posted (edited)
Tower Shell (Area 4)

Kal and Malus manage to push the formerly hidden stone door upward, only to be met with the sting of a fascicle of rusted iron needles. Once the needles retract back into the wall, the party is met with a room, barely wide enough for a grown man to not touch the walls if he stretched both arms to the side, and it isn't much deeper than that.

"This pocket chamber is damp and cold. The skeletons of three long-dead archers slump against rubble-filled arrow slits along the east and south wall."

Reflex save on Kal and Malus, DC 16 or take 1 point of damage. No other effects.

 

Edited by DragonFriend (see edit history)
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Malus| AC 16 | Ini: 4 | BAB +3 | Hit Points: 41/42 | Size: Medium | Speed: 40 ft |
Touch: +15| Fort: +5 | Ref: +6 | Will: +5 | FF: +13

 


https://i.pinimg.com/564x/db/fb/75/dbfb75e82420d9c9871e46b39e7fdee2.jpg

"Ouch!" The Behemoth of a man blows cold air on the almost invisible drop of blood on his hands "I attract traps, and goes without saying that I blame you for this mortal wound."

 

Tools of the Trade

Unarmed:

 

Unarmed: 1d20+7, 1d8+4, (x2)

Unarmed (Using Shadow Hand): 1d20+8, 1d8+5 (x2)

Actions/OOC

Free:

Swift:

Move:

Standard:

Immediate:

Stances: [X]=Non-Active, [O]= Active

Island of Blades [O]

Stance of Clarity [X]

Maneuvers: [X]=Non-Active, [O]= Active

Clinging Shadow Strike [O]

Burning Blade [O]

Sapphire Nightmare Blade [O]

Mighty Throw [O]

Stone Bones [O]

Sudden Leap [O]

Wolf Fang Strike [O]

Shadow Jaunt [O]

 

OOC:


 

 

 

 

 

Edited by Grudge (see edit history)
Name
Reflex Save
8
1d20+6 2
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spacer.png

Character Sheet

 

Kaldakaczil (Dragon)
Male Lawful Good Gold Dragon 3//Paladin 2/Sorcerer 1, Level 3, Init 1, HP 40/40, Speed 40ft, Swim 40ft, Fly 50ft
AC 17, Touch 11, Flat-footed 16, Fort 11, Ref 8, Will 7, Base Attack Bonus 3   
  Bite  +6 (1d8+3, x2)
Claws +4/+4 (1d6+1, x2)
  Mage Armor (+4 Armor, +1 Dex, +2 Natural))
Abilities Str 16, Dex 12, Con 14, Int 16, Wis 10, Cha 18
Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft.
Conditions Mage Armor

Human Form (Name Gawain)
Male Lawful Good Gold Dragon 3//Paladin 2/Sorcerer 1, Level 3, Init 1, HP 40/40, Speed 30ft
AC 15, Touch 11, Flat-footed 14, Fort 11, Ref 8, Will 7, Base Attack Bonus 3   
  Greatsword  +5 (2d6+3, x2)
  Mage Armor + Shield (+4 Armor, +1 Dex)
Abilities Str 14, Dex 12, Con 14, Int 16, Wis 10, Cha 18
Senses Keen Senses (half distance penalties for perception), Keen Low-Light Vision (multiply effective illumination distances for the dragon by 4), Darkvision 120ft.
Conditions Mage Armor, Hat of Disguise for the armor's appearance.

Luca (Raven Familiar)
Male Neutral Animal 1, Level 3, Init +2, HP 21/21, Speed 10ft, Fly 40ft (average)
AC 19, Touch 14, Flat-footed 13, Fort 5, Ref 5, Will 5, Base Attack Bonus 3   
  Claws +7 (1d2-5)
  Mage Armor (+4 Armor, +4 Shield, +2 Dex, +2 Size, +1 Natural Armor)
Abilities Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6
Senses Low-Light Vision
Conditions Mage Armor

Perhaps because of his divine blessings, or for the fact that he took up the center stage and thus had a better view, quickly saw the trap coming and ducked to the side... Leaving the poor monk to take the brunt of the small stings. "Ah, my apologies Malus... Curious, I wouldn't expect a secret door to be trapped, but considering it looks to have been a stronghold for some archers..." He turned his attention to the ruins of the deadly chamber, and the three archers that met their end within the room long ago, likely when the keep fell into the earth. "I'm starting to think these cultists roped in some kobolds for the construction, it certainly fits their design philosophy, if scaled up and redecorated for contemporary use. But lets see if there's anything of worth left in here to compensate the blood and sweat getting in here took."

Edited by Amoren (see edit history)
Name
Reflex Save
24
1d20+8 16
Search (Take ten)
13
10+3
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Tower Shell (Area 4)

As Kal explores the room, all three skeletons animate with a burst of red flame in their eye sockets. They abandon their bows and reach out to rend at Kal and Malus with their claws.

Skeleton 1 Claw x2 Against Malus

Skeleton 1 Claw x2 Against Malus Damage

Skeleton 2 Claw x2 Against Kal

Skeleton 2 Claw x2 Against Kal Damage

Skeleton 3 Claw x2 Against Kal

Skeleton 3 Claw x2 Against Kal Damage

Roll initiative!

Skeleton 1 Initiative

Skeleton 2 Initiative

Skeleton 3 Initiative

Combat Tracker

Skeleton 1: Attacking Malus; damage taken 0

Skeleton 2: Attacking Kal; damage taken 0

Skeleton 3: Attacking Kal; damage taken 0

 

 

Name
Skeleton 1 Claw x2 Against Malus
16; 13
1d20+2; 1d20+2 [14]; [14,11]
Skeleton 1 Claw x2 Against Malus Damage
5; 4
1d4+1; 1d4+1 [4]; [4,3]
Skeleton 2 Claw x2 Against Kal
19; 14
1d20+2; 1d20+2 [17]; [17,12]
Skeleton 2 Claw x2 Against Kal Damage
4; 5
1d4+1; 1d4+1 [3]; [3,4]
Skeleton 3 Claw x2 Against Kal
4; 11
1d20+2; 1d20+2 [2]; [2,9]
Skeleton 3 Claw x2 Against Kal Damage
2; 5
1d4+1; 1d4+1 [1]; [1,4]
Skeleton 1 Initiative
20
1d20+5 15
Skeleton 2 Initiative
22
1d20+5 17
Skeleton 3 Initiative
16
1d20+5 11
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