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Chapter 2: South Wind

So it was the scar. Tracing a part of the X on her face, Lenorei tilted her head. "Haven't noticed it-"

The noise made her quit her sarcastic comment to look over. Smoke? That wasn't a good sign. Glaive in hand, she nodded at the question of if anyone knew nearby wildlife. She wasn't as familiar as she could be, being as she typically stayed at the temple, though Lenorei did like to wander pretty far as a child. Mostly to look at the pretty things nature had to offer or to avoid doing chores. That wasn't something she did too often, however, it happened enough for it to be noticed when she would return. Her younger self did it less after being scolded by her adoptive mother for going alone at night.

It was good that her childhood irresponsibility could be of use. While it had been a long since she had last really looked at the environment, there was a decent amount of things she could probably remember. Probably. At least enough to tell if something was out of the ordinary.

Lenorei crouched down to take a closer look at the tracks.

Ah, gotcha. Thanks for the clarification
And sorry for the weird reply thing again - the notification system still acts a bit strange.
 
As you follow the man to examine the tracks, the lord himself nods in approval - before making sure that the others keep up their alertness. Some of the soldiers look towards you, partially surprised by your apparent knowledge, likewise sceptic that you can help. It does not take too long until you can prove the latter wrong; staring at the muddy ground, you find the same tracks as the scouts, most importantly the ones unfamiliar to the others.

Unlike them, you've seen similar footprints several times during your longer explorations northwards, where the known civilisation ends and the wilderness begins. There is not much contact between lizardfolk and villagers, rather the opposite - whenever they showed themselves nearby, the number of guards was doubled for at least a week. But it is enough for you to know that these are the footprints of one of them - quite unusual to see a single one of their warriors alone, especially in company of mammals. As for the others, you can confirm that most of them look humanoid. One might be a heavier armored warrior, the rest seems to be on the lighter end of the scale.

"Y'know those?" The soldier who reported to the lord musters both you and the tracks in turns. He seems somehow stressed, though not overly concerned. From further ahead, you can hear distant noises of fighting and - laughter? Hard to tell, it's almost not hearable, and the human seems not to have heard it thus far.

Danchou Tsubomi Danchou Tsubomi
 
10-1

Stepping backwards to take aim, you try to land a decent shot at one of the goblins close to the elf - however, given the rather wild exchange of blows between the three combatants, you do not manage to score a hit. At least, the shot only goes wide, and does not wound your ally.

In the midst of the battle, the goblin shaman interrupts his maniacal laughter just long enough to raise his hands and bath another undead goblin in white flames. Nothing but ash remains where he stood - and another one barely escaped the magical fire.

In the melee against the undead scouts, both Veskassdak and Wren take hits. The gnome, aiming for the lizardman, scores not much more than a scratch - the undead human, however, finds a more significant gap in Wren's defense. Just like Veskassdak before, you manage to shake off the effects of the poison on his blades - a little burn is all that remains, insignificant compared to the flesh wound that the well-forged steel caused.

Veskassdak takes 2 damage, Wren 8. Fort-save for Wren: 13+3.

The beasts on the other side of the battle split up - while two join their leader in the middle, trying to engage the orcs there, the other two turn towards the living scouts as they retreat from the cave entrance. One of them actually trips as a beast leaps at him, digging its teeth into living flesh. The other scout intents to help, but gets stopped by the second creature; even if the barrier would hold a while longer, the two of them will probably need help of some form, and given the flickering of the magic, that seems rather unlikely.

Dicer Dicer is up with Veskassdak.



22 Renna (-6)
19 Scouts 1-2 (vs beasts, on tripped and wounded)
17 Io (-5)
15 Undead Goblins 18-20 (in the middle)
14 Ratlings 5-10 (close to the cave, on the cliff)
13 Orc commander (wounded)

12 Wren (-12)
12 Grognif, the First
11 Baird (-13)
11 Goblin Shaman (laughing)
11 Undead Scouts 2-3 (1 man, 1 gnome) (engaging Veskassdak and Wren, both of them wounded)
9 Beasts 2-3 (vs scouts)
9 Beasts 4-5 (middle)

7 Undead Smashed Orcs 9-10 (in the middle)
--> 6 Veskassdak (-27 hp)
1 New Undead - close to you: 2 Goblins (engaging Io)
 
Giving a quick nod to Wren to acknowledge her victory over one of his foes, he remained focused on the undead gnome, roared loudly, and attacked again.

Rage adjustments: AC 15, HP 23, DR 1/-, Fort save +8, Speed 45 ft., Attack bonus +8, bite damage 1d3+5, 2 claws damage 1d4+5, 4 of 11 rage rounds of used.
 
Lenorei gave a nod in response. "Group of humanoids with...it looks like a lizardfolk. Most of them equipped for speed, but there's one who's more on the defensive side." Standing up, she paused to listen closer to the things she heard in the distance. She pointed her finger to the source's direction after making some sense of what the noises were. "I'm guessing the tracks are from there. Sounds like there's some action going on, so might want to be prepared for whatever's happening."

 
A bit further south, for just a few more lines:

The man does not really try to hide his surprise as you can actually help him to identify the tracks - although it does not seem as if he'd be familiar with the lizardfolk at all, he seems pleased that the potential threat at least has a name from now on. As you mention the sounds further ahead, he clearly tries to catch the noises himself, shaking his head shortly after. "You have good ears, halfblood - seems like I'm finally getting old." He then points towards the same direction as you, whispering instructions to the others around you: One is supposed to warn those accompanying the lord, the others draw their weapons, preparing for whatever might await them there. He indicates that you should follow as well - after all, you seemingly know more about these swamps than all of them combined.

It only takes a few dozen steps until the leader pauses once more, now seemingly able to hear the laughter - he looks slightly irritated, turning towards one of his fellow men. "Sounds like a goblin if I'm not mistaken - that'd mean that we're potentially on the right track." You carefully sneak forward for what feels like just a few seconds until you finally reach some kind of valley in the midst of the swamps - only about hundred feet wide, it is flanked by moss-covered rocks. In the midst of it, a brutal fight seems to slowly come to an end:

Close to the trees you're hiding in, you see two humanoid figures: One of them is a human, wearing a black and golden robe and carrying a heavy crossbow. He is certainly not a usual soldier, that much is clear from your first impression - instead, he seems to be a man of the world, calm in sight of dozens of dead bodies. Close to him, a brown-haired, female elf tries to fend off the attacks of two goblins - a short sword in hand, and a longbow next to her on the ground. Just as she comes into sight, she takes another, minor hit, but other than that, she seems to be doing fine.

Further away, more melee fighters can be seen. There is a woman wearing a half plate, a giant greatsword in her hands, seemingly in search of another opponent after cutting down her latest victim. Her clothing indicates that she is a servant of Iomadae, a paladin of the holy light. Given the undead, but now slaughtered corpses around her, she's right where she belongs. Close to her, you can see a scaled-covered monstrosity - a tall lizardman wearing a mithril shirt, currently trying to dig his way through an undead gnome's defenses with his bare claws and teeth, lost in his rage against his foes. One claw hits its target, and lets the creatue stumble backwards. Right next to him, you can spott another woman, wearing light, high-quality leather armor, and wielding two short swords to support her ally. Her fighting style looks almost graceful next to the enraged lizardman, ready to stab the foes in the back whenever the opportunity occurs.

Attacks: Bite: 3+8, Claws 11+8, 7+8, damage: 2+5

There are other beings in sight - a huge orc wielding a greataxe against the undead, a manically laughing goblin shaman right behind him. A few ratlings on a cliff to the right. Two wolf-like beasts trying to overcome the handful of remaining undead int he middle, and two more attacking a duo of living scouts on the other side of the opening, one of them already on the ground. Behind them, there is a cave entrance, blocked by a magical barrier.

At least, until this very moment. Right as you reach the treeline, ready to engage the remaining undead and orcs, a splintering noise can be heard, as if a hammer would break through thin slate. With a frightening shout, a giant, bulky creature breaks through the magical net, swinging an over-sized warhammer. The other arm carries a tower shield, made entirely out of grey stone, and covering the cumbersome body almost completely. You know that there are ogres fighting alongside the orc invaders - however, this is most likely the first time you see one of them alive and ready to smash skulls left and right.

If anyone in the group takes the time to look backwards, you will notice a group of human scouts ready to storm forward and help you out - there is one amongst them who seems a bit out of place, not wearing the symbols of what might be Wren's least favorite noble house, House Petaccio, but instead the clothes of a cleric underneath her armor. There is something different about her appearance - a good observer might notice the slightly unhuman features, heritage of her different ancestry - more obvious, however, are two scars in her face, froming an x, showing that she is no stranger to hate and violence.

After the ogre shouts, there is a moment of silence - almost as if everyone, even the undead creatures, would try to reevaluate the situation in sight of the mighty creature.

OOC: I tried to give a brief description of each group member, but obviously, it'll be rather lackluster from someone other than yourself - thus, feel free to use the little moment of interruption to react to the slightly varied situation, and show whatever visible detail our cleric might spot as she enters the fray. There's also time for welcoming shouts, curses and whatever else might come into mind before we continue the fight by following the initiative order starting with Psychie Psychie 's paladin Renna.

--> 22 Renna (-6)
19 Scouts 1-2 (vs beasts, on tripped and wounded)
17 Io (-9)
15 Undead Goblins 18-20 (in the middle)
14 Ratlings 5-10 (close to the cave, on the cliff)
13 Orc commander (wounded)

12 Wren (-12)
12 Grognif, the First
11 Baird (-13)
11 Goblin Shaman (laughing)
11 Undead Scouts 2-3 (1 man, 1 gnome) (engaging Veskassdak and Wren, both of them wounded)
10 Armored Ogre
9 Beasts 2-3 (vs scouts)
9 Beasts 4-5 (middle)

8 supporting scouts
7 Undead Smashed Orcs 9-10 (in the middle)
6 Veskassdak (-27 hp)
5 Lenorei
1 New Undead - close to you: 2 Goblins (engaging Io)
 
An Ogre! That will take some serious work to dispatch. I hope I'm up to the task. Guide my hands, Iomeade! Advancing forward, Renna keeps her eye on the Ogre as she hacks her way through the enemy in front of her as she makes her way towards the giant fiend. To that end, she will engage the Undead Smashed Orcs 9-10 with a Cleave action.

Even as her blade is flying, she spends a moment to focus her attention on the Ogre. "Beast! I will have your lifeblood on my sword! Smite Evil!"
Engaging Undead Orcs 9-10 with a Cleave. Hopefully I hit. +7 to strike, 2d6+9 damage.
Smite Evil in effect against the Ogre, giving me +4 AC, to hit, and damage against the Ogre for the duration. It is a Swift Action to activate the Smite Evil, so I can attack still this round.
Lay on Hands x6
 
The paladin raises her sword as she moves forward to the center, where the undead try to overwhelm the orc commander. She almost casually cuts down the two remaining undead orcs, before turning towards the cave entrance, promising to overcome the newly arrived threat - the ogre answers your words by spitting out a gob of greenish snot, and raising his hammer towards you.

to hit: 7+7, 7+7, damage 6+9, 7+9

Two of the undead goblins decide that the paladin is the bigger threat, and turn against Renna - however, the heavy armor can stop their primitive weaponry without too much efforts on your end. The remaining one targets the orc commander, and lands another hit; bleeding from dozens of wounds by now, he is clearly weakened, and his slow movements indicate that he might not see the end of this battle. Nonetheless, he still strikes down two of the undead goblins close to him, leaving only one 'alive'. He then falls back a few steps, making sure that the two aiding beasts are between him and Renna. "Stay back, hooman!" As if to emphasize his warning, the ratlings on the cliff open fire, shooting down the last undead goblin not further than an arm's length away from you.

The one scout on the ground manages to break free from the wolf-like beast on top of him, and his companion covers his back long enough to allow a quick retreat towards the left side of the valley - the beasts seem eager to hunt them down, however, waiting for an opportunity to strike.

Io continues to hold her ground against the undead goblins next to her - but does not manage to land a hit herself.

Sherwood Sherwood is up with Wren - the two undead scouts are still alive, engaging both you and Veskassdak, and Renna, after moving forward, is pretty much on her own at the moment. What do you wish to do?

22 Renna (-6)
19 Scouts 1-2 (vs beasts, one tripped and wounded)
17 Io (-9)
14 Ratlings 5-10 (close to the cave, on the cliff)
13 Orc commander (close to death)

--> 12 Wren (-12)
12 Grognif, the First
11 Baird (-13)
11 Goblin Shaman (laughing)
11 Undead Scouts 2-3 (1 man, 1 gnome) (engaging Veskassdak and Wren, both of them wounded)
10 Armored Ogre
9 Beasts 2-3 (vs scouts)
9 Beasts 4-5 (between Renna and the commander)

8 supporting scouts
6 Veskassdak (-27 hp)
5 Lenorei
1 New Undead - close to you: 2 Goblins (engaging Io)
 
Wren looks back and forth between Veskassdak and Renna, trying to decide which one to help. There is a wall of steel between the paladin and her enemies, and Vesk is hurt. I'll stick with him for now. With her blades flashing in the sunlight, she moves around to flank the undead gnome between her and the lizard man and tries to cut it down.
To hit bonus if +7, damage is 3d6+1 per blade
 
To hit: 20+7, 4+7 to confirm (not confirmed, surprisingly), 3+7, damage 12+1

One of your swords does find its target, cutting through armor and rotting flesh. Combined with the shaman spell's impact and Veskassdaks claw attacks, the damage done is clearly visible - but although you can almost see the gleaming in his eyes fade away, the gnome still somehow remains on his feet, probably trying to take down one final opponent before finally going down.

Grognif makes another appearance - but instead of going for the remaining undead goblins, he seems to have another target in mind. As if he'd sworn bloody revenge for the spell that hit him, his ghostly jaws snap at the goblin shaman multiple times, though unsuccessful for now. Each attempted bite lets the goblin laugh even louder, as if he'd truly embrace his dance on the verge of annihilation.

Clockwork Syringe Clockwork Syringe is up. Wren and Veskassdak seem to get the upper hand, while both Io, and more importantly Renna could use some help.

22 Renna (-6)
19 Scouts 1-2 (vs beasts, one tripped and wounded)
17 Io (-9)
14 Ratlings 5-10 (close to the cave, on the cliff)
13 Orc commander (close to death)

12 Wren (-12)
12 Grognif, the First
--> 11 Baird (-13)
11 Goblin Shaman (laughing)
11 Undead Scouts 2-3 (1 man, 1 gnome) (engaging Veskassdak and Wren, both of them wounded)
10 Armored Ogre
9 Beasts 2-3 (vs scouts)
9 Beasts 4-5 (between Renna and the commander)

8 supporting scouts
6 Veskassdak (-27 hp)
5 Lenorei
1 New Undead - close to you: 2 Goblins (engaging Io)
 
The sorcerer reloads his weapon - as long as the ogre carries his giant shield, it might be hard to land a hit, but you never know when an opportunity arises.

As he is under attack of Grognif, the goblin shaman calls lightnings once more, hitting the ground wherever the ghostly beast appears - however, he does not stand still in the meantime, instead running towards the cave entrance, still laughing as he tries to escape.

The two undead continue to focus on your group - both Veskassdak and Wren take additional scratches, slowly weakening both of them further, as if they wouldn't try to kill outright any longer, but only do their best to weaken both of them for the dangers further ahead.

Veskassdak takes 4 damage after damage reduction, Wren takes 2.

The beasts between Renna and the commander hold back for now - perhaps they scent their leader's weakness, or the advancing ogre's smell. One of them releases a direful howl, the bigger one of the two - causing the other two to leave the scouts alone, falling back to join the pack and protect the orc leader with their giant bodies.

The ogre spits out once more, then raises his warhammer towards the paladin - just for a moment, before he starts to deal blows left and right, splashing water wherever his weapon hits the ground. It almost looks as if he'd invite you to try your luck and attack him upfront - which might not be the best idea. For now, he does not charge forward, though - either waiting for an opportunity, or orders.

A couple of scouts open fire from afar, but the arrows simply bounce off the shield.

Dicer Dicer is up with Veskassdak.

22 Renna (-6)
19 Scouts 1-2 (on their own)
17 Io (-9)
14 Ratlings 5-10 (close to the cave, on the cliff)
13 Orc commander (close to death)

12 Wren (-14)
12 Grognif, the First
11 Baird (-13)
11 Goblin Shaman (laughing)
11 Undead Scouts 2-3 (1 man, 1 gnome) (engaging Veskassdak and Wren, both of them wounded)
10 Armored Ogre
9 Beasts 2-5 (between Renna and the commander)

8 supporting scouts
--> 6 Veskassdak (-31 hp)
5 Lenorei
1 New Undead - close to you: 2 Goblins (engaging Io)
 
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Noting the new threat, Veskassdak remains focused on his current threat. He claws and bites at the undead gnome. If he manages to finish off the gnome before all his attacks are done, the remaining attacks will turn to the undead human scout.

Rage adjustments: AC 15, HP 19, DR 1/-, Fort save +8, Speed 45 ft., Attack bonus +8, bite damage 1d3+5, 2 claws damage 1d4+5, 5 of 11 rage rounds of used.
 
Bite: 18+8, Claws: 18+8, 11+8, damage: 7; 9,8

A single blow with your right claw is enough to drop the gnome once and for all - you then turn against the remaining scout, and your furious attacks easily tear through his defense and armor as well. Rotting flesh shows almost no resistance, leather armor gets torn apart; in the end, the soulless body falls to the ground just like its companions. Perhaps, a triumphing shout can be heard, your deeds are certainly worthy of one.

Regardless, that leaves only two undead goblins, other than that, you've cleared things up - the little valley now seems to be in kind of a stalemate situation, with beasts, orcs and ogres on one side of the battle and the fighting companions on the other.

Danchou Tsubomi Danchou Tsubomi Lenorei can see the fighters, all of them clearly more or less badly wounded. Besides that, there are two undead goblins in reach, the last survivors of the cruel battle that might go on in another bloodbath. Next to you, there are several scouts firing their bows at the ogre without success, and behind you, you can hear how the main group of the Lord slowly but surely catches up to your group. What do you wish to do?

22 Renna (-6)
19 Scouts 1-2 (on their own)
17 Io (-9)
14 Ratlings 5-10 (close to the cave, on the cliff)
13 Orc commander (close to death, retreating)

12 Wren (-14)
12 Grognif, the First
11 Baird (-13)
11 Goblin Shaman (laughing, retreating)
10 Armored Ogre (holding position)
9 Beasts 2-5 (between Renna and the commander, holding position)

8 supporting scouts
6 Veskassdak (-31 hp)
--> 5 Lenorei
1 New Undead - close to you: 2 Goblins (engaging Io)
 
Taking a quick glance on the situation, Lenorei nodded to herself. She figured she might as well take out immediate threats before heading out to aid the injured. Going after them with baddies following behind didn't sound like a good idea to her, so it was best to get rid of foes before they became more of a problem.

Lenorei gripped her glaive and swung at a nearby goblin.

(M) Glaive 1d10+1
Attack roll (+7)
Guided Hand
With your deity’s favored weapon (glaive), you can use your Wisdom (+5) modifier instead of your Strength or Dexterity modifier on attack rolls.
 
An impressive 1 to attack...

Leaving the cover of the trees, Lenorei runs forward to aid Io, the elf, in her attempt to strike down the last few undead goblins. However, as wildly as the ranger moves, the half-elf's presence turns out to be more of a restriction of her mobility than actual support. Neither you nor she can land a hit despite the goblins' relative slowness. At least, you both escape their knives in return, so no immediate harm is caused.

At this point, Psychie Psychie has to make a choice - as described earlier, the orcs and allies seem to hold back for now. Moreover, the orc leader, on his retreat, demanded you to stay back. Given the ogre's massive presence and the fact that he'd only have to hold the cave entrance - the only place where the orcs can really go at this point - chances are pretty much even at this point. However, you can hear the noises of more people running through the swamps behind you, ready to turn the tides in your favor. Do you press forward and deal with the taunting ogre right here and now, or do you hold back, and perhaps turn against the undead goblins?

--> 22 Renna (-6)
19 Scouts 1-2 (on their own)
17 Io (-9)
14 Ratlings 5-10 (close to the cave, on the cliff)
13 Orc commander (close to death, retreating)

12 Wren (-14)
12 Grognif, the First
11 Baird (-13)
11 Goblin Shaman (laughing, retreating)
10 Armored Ogre (holding position)
9 Beasts 2-5 (between Renna and the commander, holding position)

8 supporting scouts
6 Veskassdak (-31 hp)
5 Lenorei
1 New Undead - close to you: 2 Goblins (engaging Io)
 
Renna grinds her teeth in frustration. As tough as she is, there is still the good chance that she would be cut down long before getting to the ogre. To vent her frustration, she spins and uses her greatsword to cleave her way through the undead goblins attacking Io, but makes sure to keep her attention on the ogre.
Cleaving the goblins, +7 to hit, doing 2d6+9 damage with a successful hit
Lay on Hands x6
Smite Evil in effect on the ogre
 
12, 10 plus boni (certainly high enough to hit) - 17, 17 damage.

Your sword easily slices through the two remaining goblins, getting rid of the last undead beings in the near surrounding. Io mumbles a word of thanks as she musters the dead bodies around her, quickly picking up her bow once more. Grabbing an arrow, she takes aim at the ogre, but stops in the midst of her movement. "Rather pointless to push into the cave, right? They'll be stuck in there regardless."

You can see that the orc commander already reached the cave entrance, and even the ratling archers leave their position, climbing down the cliff on the side to join up with their allies. As far as you can tell, they do not intend to fight, especially now that there are more humans coming to your aid. If you want to press the advantage, now would be the time to act - as soon as the ogre is back in the cave tunnel, you'll have a very hard time to break through. Of course, there might be other ways to get rid of the orcs here. The two surviving scouts hurry back towards your position, and noone tries to stop them from running.

Renna already decided that pushing forward might not be the best idea - do the others agree on that, or do you want to continue the fight and perhaps capture the commander if you get the chance? Combat time is paused for the moment until you've decided what to do.

22 Renna (-6)
19 Scouts 1-2 (on their own)
17 Io (-9)
14 Ratlings 5-10 (entering the cave)
13 Orc commander (close to death, in the cave entrance)

--> 12 Wren (-14)
12 Grognif, the First
11 Baird (-13)
11 Goblin Shaman (laughing, retreating)
10 Armored Ogre (holding position)
9 Beasts 2-5 (between Renna and the commander, holding position)

8 supporting scouts
6 Veskassdak (-31 hp)
5 Lenorei
 
Wren is happy enough at the destruction of the dead that she is willing to let the living ones go. But, if that crazy whackadoodle paladin charges forward, she would have to help. "Renna? What is going on now?

Then, Wren looks over her shoulder and sees the arrival of strangers, particularly a half elf with a particularly ghastly scar on her face. With a list, more insistent voice, she calls out, "Renna! We are not alone here! Watch your back!"
 
Baird lets out a sigh of relief as their enemies decide to run away in an attempt to stave off the call of death. However, if he wasn't as weak, he would charge in after them with the rest. Noticing Wren's voice, Baird turns around and sees a group with more notably, a half elf with a large scar on her face. Putting on his best face, Baird speaks.
"Our thanks for providing aid, as it caused our enemies to turn tail and run. Might I ask whom has arrived on this ghastly battlefield?"
Silanon Silanon Danchou Tsubomi Danchou Tsubomi Sherwood Sherwood Psychie Psychie Dicer Dicer
 
Renna yells out, "Ogre! I stand here ready to face you, but you hide like a coward! Come forth, or run like a child from your betters!"
 
Veskassdak turned quickly towards the new mammals Wren informed Renna of and readied himself for added battle in case they were new foes. He held onto his rage since he still knows danger lurks from at least the large ugly mammal, ogre, and those enemies who could still take arms against him and those he travels among.
 
Wren comes up to stand nearby the paladin. "Renna, you need to stand down and let them go for the moment. We have wounded that need your attention, and there are newcomers here that may wish your counsel as a chamion of Iomeade. Please, step back." She is doing her best to calm the enraged warrior woman down, all the while, keeping an eye on both the orcs and other nasties in front of them and the arrival of the half elf from behind.
 
With an angry growl, Renna slowly lowers her sword, suspecting that the ogre will not succumb to her taunts and come running over to fight. "Very well. Let us tend to our wounded and see to the identity of this silly enough to be drinking around or in this muck instead of being at home where it is safe and dry." Keeping her eye on the cave, she slowly backs up until she is once more standing with the rest of her companions. "Veskassdak, you are injured. Please allow me to heal you and ease your pain." Placing her hand upon the lizard man, she murmurs a brief player to Iomedae. Soon, she feels the soft touch of her goddess as the healing magic flows from her.

With that done, she looks to the new arrival. "I am Renna, a warrior in the service of Iomedae, and these are my companions, Wren, Baird, Veskassdak, and Io. Please, step forward and let us get to know you."
Using one of my Lady on Hands, leaving me with 5x uses left.
 

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