So it looks like we'll have our first combat, which I'm about to write up shortly. Just a few reminders and addendums:<br/><br/>First, please note your Fort, Ref, and Will defenses at the top instead of your save. To get your defenses, take your saving throws and add 11 to get the defense stat. This also changes the DCs of any abilities you have; instead of having a set DC, subtract 11 from your DC and roll it against the relevant defense :-)<br/><br/>Second, I'll be running initiative a little strangely; how it works is that I'll roll init for everyone, and that gives the turn order. However, any PCs can act at any time. I'll take first come first serve. So in this case, 4 PCs rolled higher than Viserion. Thus, any 5 PCs may go, then Viserion goes, and finally the last PC who has not acted yet goes. Pretty easy, right? This is mostly done to keep the game moving.<br/><br/>I'm also giving the Pathfinder Unchained monster creation rules a try, so should be interesting ;D<br/><br/>EDIT: Forgot to mention 2 things; first, I incorporated the house rule that any healing which requires an action to activate is doubled, and second, please use a dice roller that has a record of rolls (such as the dicebot here, or on InvisibleCastle, or UnseenServant) for the sake of transparency :-)