DM Carbide's Through a Cracked Mirror: The Dark Road (Inactive)

Game Master John Woodford

As the myriad potential Golarions collide, a small group of heroes is charged with setting things right.


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Weakly Godlike Entity

A possibly-helpful reminder of what the spirit told you:

Quote:
"With this Key, you can see and open any door I ever made."


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Well the spirit says ye could see and open any door he ever made. As long as it gets us back on the north road we are sorted. Did he want us to give it to the king or his representative? Speak with dead spell would reveal more but I'd say he was local. Most o the doors he made would be round here.


Weakly Godlike Entity

Eirik grins. "I guess I qualify; I've got the royal charter. But the spells Rogar's going to cast for you, that won't come close to repaying you for all this. What are you planning on doing out there? Maybe I have something you could use. We're holding most of what we find here for the next of kin of the fallen, but there are some things that are my inheritance. Though I have to wonder what some of my ancestors were thinking...who needs a folding boat in a dwarf city?"


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

More'n happy ta trade the adamantine tools an Hammer fer whatever ye got that ye can spare
Duncan may not be a merchant, but he was still a dwarf. A Craftsman at that, he had a good idea what the gear was worth.

Craft:Weapons: 1d20 + 7 ⇒ (9) + 7 = 16
CCraft Armor: 1d20 + 7 ⇒ (14) + 7 = 21
Profession:Blacksmith: 1d20 + 8 ⇒ (6) + 8 = 14

Being adventurers in the wild, anything offerin better protections aagainst monsters. Armor, Weapons, amulets, the usual stuff. We are sorted fer water and I got a Wand o KEEP WATCH fer staying up fer the night. Even a Wand o Healing would be handy so's our War cleric can focus on battle prayers. Fer me, Personally, I'm pretty well geared up at the moment. A couple o elixirs o hiding would be handy actually. Finding myself scouting a fair bit and they'd help some wit me armor. Mebbe a Flask o acid or alchemist fire fer swarms.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

Dashel laughs, "A folding boat is one of those items that you don't need, until you need it. A useful tool for a traveler." He ponders the offer, "I'm sure we can come to an agreement beneficial for all."


Adventure Buddy! AC 20/14/18, Saves 4/5/4, Perception +6, Blindsense/Darkvision 60ft, Immune Sleep,Paralysis

The little pseudo dragon pops his head out from behind the dwarfs head, holding onto the back of his neck guard.
☆Some pretty shiny's friend/mount Duncan. You promised a hoard for brave Silf you did.☆

Duncan pats the Pseudo dragon,
Ain't forgot ye, Buddy.
He looks back to the dwarf with a shrug.
Me little dragon friend needs a bed. 20 gold outta the value o the tools if ye could.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Ye know, what I'd most get use out of would be one o those cracked pale green prism Ioun stones or one o them belts o giant strength. Make ye hit with a bit more accurate, they do. But I doubt ye got one or if there be enough value amongst the tools to trade. Must save up fer one.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

"I'd get some quality use out of a tankard or three of fine dwarven ale or mead." His eyes glimmer with longing. "We can discuss what you have to trade over that."


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

Assuming we actually manage a few tankards of brew Dashel smiles with joy. "Mighty fine ale here, just a hint of warm spice floating over my palate, reminds me of one of Cayden's alehouses I once visited." He seems to be enjoying the reflection of less stressful times. With a deep sigh he brings himself back to current company, "As you can see, I'm not the most dexterous of human's. My mother use to say, I'd trip over my own feet, if I wasn't built like a rock. It'd be nice to be a bit more cat like at times, especially with my bow...blasted thing fails me more often than not. Some sort of belt, or glove, that can help me become slightly faster would be a boon." The cleric finishes his frothy mug.


Weakly Godlike Entity

There is, indeed, a goodly supply of ale, suitable for conducting negotiations over.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan takes a long pull of his ale, downing 2 for every one his human ally was drinking, which was to say Dasher was doing well to keep up considering he was in the company of dwarves.

So there's our impasse. We have adamantine tools of the finest make, the material of which is extremely rare and valuable, given greater weight here because o the sheer size o the task afore ye and the fact adamantine cuts rock like butter. AND the fact that key opens any door our master smith ghost ever made, one of which happens ta be in the very spot yer diggin. Our need is the success o our mission, one that happens ta involve killing a beast or man not far to yer north who is workin magic that is gonna have consequences for more'n just the immediate area.

The dwarf takes another pull.
Ta succeed we need ta be better in battle. I'd like a belt o Giant Strength or one o them Cracked Ioun stones what makes ye better at fightin(4000gp)
Dashel here spoke plain, something ta quicken 'is reflexes or make him better at shootin(Bracers of Flacon's Aim or Belt of Dex, either is 4000gp)

Our other allies have kept quiet. Probably though because ye have yet ta say what yer offerin for the Key and tools. Might be we'd all have a better idea of what we're barterin for if we knew what was ta be had?

Scarab Sages

Female Human Sorceress 6

Lyekeli stands aside watching in slight amusement as the two men decide what they would like.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

I was actually thinking Belt of Incredible Dex or make that into gloves of the same but I'm really picky.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

I think DM was chasing ideas... I guess our sorcerer would like a Headband of CHA or a 2nd level page of spell knowledge?

Scarab Sages

Female Human Sorceress 6

Just got items from the last place, am already carrying around story arc items... not feeling particularly lustful for anything.


Weakly Godlike Entity

Pausing to let anyone else sound off. In the meantime, let's try the remove curse and remove disease checks the next morning:

Remove curse from Rogar: 1d20 + 5 ⇒ (1) + 5 = 6
Remove curse from Rogar: 1d20 + 5 ⇒ (18) + 5 = 23

On his second try, Rogar is able to lift the curse from Dashel.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Been a quiet 48 hrs. ..At least with Dashel's curse lifted a simple remove disease fixes him (he can cast it). Duncan learned lessor restoration so can use spells to get his Con/Cha back for now

Fort save day 2: 1d20 + 8 ⇒ (14) + 8 = 22


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

Remove curse and disease need to occur within 1 minute of each other.

remove disease: 1d20 + 6 ⇒ (17) + 6 = 23


Weakly Godlike Entity

Eirik matches the inquisitor drink for drink through the negotiations. His position isn't helped by his clear interest in the key; the hammer and tools are nice, but a quick walkaround in the more accessible parts of the city reveals a number of hidden ways that promise entry into areas that have been cut off by collapses since Starfall. In the end he comes up with a pair of belts (one +2 STR and one +2 DEX), a set of lesser bracers of archery, and a headband of +2 CHA (for Krolmnite, when he gets back).

The next day, Rogar has less success trying to lift the curse from Duncan.

Remove curse from Rogar on Duncan: 1d20 + 5 ⇒ (3) + 5 = 8
Remove curse from Rogar on Duncan: 1d20 + 5 ⇒ (4) + 5 = 9


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan tries on his new belt when the dwarves come up with the gear for payment.
I am assuming Belt of Strength= Duncan, belt of Dex= Dashel, Lesser Bracers of archery=Elessandra, Headband=Krolmnite

What disappointment he felt that morning is forgotten as he has a few practice swings with his Greataxe. Now feeling lighter in Magically empowered hands.

Andgradd and Torag bless ye, friends. Honestly, I could see yer need but never expected ye ta come through with all the items as requested. Than You. Like true dwarves yer hhospitality was memorable and ye have earned the name 'friend' ta Duncan Redhammer, fer what it's worth.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

"I will remember the friendship you bestowed for the remainder of my days. This belt is gladly accepted and should you ever need assistance, do not hesitate to summon me. My sword and my faith will gladly assist." He then clanks his tankard to the others.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan spits his tankard as he gets an angry nip from his pseudo dragon.
Sod it. Forgot about Silf. I got me a Wand o Expeditious Retreat here I ain't been using ta sell, please. Gave me word the dragon would get his own hoard ta sleep on. He's definitely earnt at least a hunnerd gold so far.

That taken care of Duncan resumes his drinking and pats Silf.

Now to other business. I think we might be ready ta get back after this Dark Road. If we might get around the collapse via that key and head on out, we can resume the original mission with a better chance o success, thanks ta our hosts.


Weakly Godlike Entity

You've got the beard-jewelry from the mummies for Silf, if anyone grabbed it. None of it was magical.

ETA: You also have some curing to resolve.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

I made my save and with the lesser restoration my scores are normal. Dashel could prep and save me ttomorrow. Silf would have pointed out the jewelry. I'll give him that and keep the Wand. Rough jewelry value?


Weakly Godlike Entity

250 gp.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Sweet. ONWARD!


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

After fastening his belt on and finishing his fair share of ale Dashel suggests a they rest for the evening then continue on in the morning. "Gratitude for all that you've done."


Weakly Godlike Entity

Sorry, work's been kind of crazy the past few days, so I haven't been pushing this. Dashel, I think you still have to roll some remove disease attempts, and maybe another try at remove curse on Duncan.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

Prior Link

Not sure if you saw this earlier remove disease on duncan.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

The next morning Dashel will pray for divine guidance and try to remove the curse and disease from Duncan.

Remove curse: 1d20 + 6 ⇒ (13) + 6 = 19
Remove Disease: 1d20 + 6 ⇒ (9) + 6 = 15

If needed,
Remove Disease: 1d20 + 6 ⇒ (17) + 6 = 23


Weakly Godlike Entity
Dashel de Penderwon wrote:

Prior Link

Not sure if you saw this earlier remove disease on duncan.

Thanks, I'd missed that completely--I'd been in process of writing the post that went up five minutes after yours, and it took long enough that you posted between when I started and when I finally got it posted. Don't you mean Dashel?

Over the next day, Dashel and Rogar are able to purge the loathsome curse and disease from both of its victims. The following morning, Eirik shows the party an exit that he found with his newly-obtained key. "It opens up in a shallow cave below the snow line. Good luck with whatever it is that you're doing, and thank you."

The apparently-blank wall you're standing in front of opens for the dwarf leader. On the other side is a rough-hewn tunnel, curving out of sight. A cool, fresh breeze blows in, and the furthest point of the tunnel that you can see is illuminated by direct daylight, so it's clear that the exit can't be far.

What's your marching order? I'm going to 'bot Elesandira for now; she'll go wherever she's put. Within reason.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

Marching order - Duncan, Dashel, Lyekli, Krolmnite, and Elesandira should work.


Weakly Godlike Entity

Cool. Not that you're going to get into a fight right out of the box, er, cave, but it's good to know these things. Onward?


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

figured we protect the caster and put the rangedr in the rear. Onward and upward we go.

Scarab Sages

Female Human Sorceress 6

I have no issues with that marching order.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Bring it


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

"Duncan lead on but don't get yourself too far ahead, no need for risking separation or a wedge between us." Dahsel will draw his longsword, letting the blade shed it's light.


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Happy to but I'll stay at the edge of the light so's I can still hide. Do yer best ta keep quiet and step light. They may be able ta see ye holding the light, but sound travels a lot faster here and echoes in the tunnels.
AND I need you to make Stealth checks so I can use STEALTH SYNERGY to use your rolls if they are better than mine!

With that said, the dwarf leads off. Greataxe first.
Stealth: 1d20 + 11 - 3 ⇒ (19) + 11 - 3 = 27


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

"yeh...steath, I'm all over that." The squeaking cleric mumbles. "I prefer the honorable manner of combat announcing myself with authority."

stealth: 1d20 - 6 ⇒ (1) - 6 = -5

YES!!!! That is a MINUS 5!!!!

Scarab Sages

Female Human Sorceress 6

"...heh... stealth... we aren't exactly the stealthiest bunch here." Lyekeli will murmur, attempting to quiet her steps as she goes.

Stealth: 1d20 + 2 ⇒ (4) + 2 = 6


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12
Dashel de Penderwon wrote:

"yeh...steath, I'm all over that." The squeaking cleric mumbles. "I prefer the honorable manner of combat announcing myself with authority."

[dice=stealth]1d20-6

YES!!!! That is a MINUS 5!!!!

Duncan does a double take.

Oh? Wasn't Imoedae a god o war? Never once sought a tactical advantage? A flank? An ambush? Even against superior numbers? A dragon?

Duncan lays a hand on his new friend before short stepping off.
I USED ta think like ye lad. Then I 'announced' meself ta a group o assassin monks an died. Taught me the value o Stealth. I could hear poor Andrea screamin me name as I went dark.

The dwarf looks wistful for just a second, did Dashel spot some moisture in his eyes?
Then he shakes his head and stalks off.
Bah! Just let me get inta position afore ye go providin a target, we'll talk tactics next time we hit an ale house


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

"Goddess Iomedae brightly radiates her glory upon the battlefield, no need to hide in shadows. She is the never-ending light!" He waves his hands, "Headstrong and charging in solo is not sound tactics, Sir Duncan. However, a strong anchored core with an agile flank can turn any line. Reinforce that line with ample rear firepower, now that is sound battle tactic." He slaps the dwarf's back. "It's hard to lose a friend."


Weakly Godlike Entity

Behind the party, the hidden door shuts with a thud more felt than heard, cutting off Eirik's final wave of farewell. From this side, even Duncan has trouble finding the door. After a bit of rearrangement the dwarf takes the lead. He winces as Dashel manages somehow to catch his scabbard on some loose rock. Nothing else makes its presence known as the echoes die away, though, and he walks forward into the light.

After fifty feet or so (some of which was partly blocked by fallen rubble, but was still passable), Duncan comes to the mouth of the cave. The light that had seemed so bright from inside is revealed to be the sunrise, and he emerges into the light just in time to see the afterimage of the Dark Road fading under the sun's rays. The cave mouth is in the side of a shallow hill, covered with scrubby patches of grass and the occasional charred stump. Below, the hill continues to slope down for what he estimates is several miles, eventually terminating in a rolling plain covered with still more charred stumps. The plain ends a few miles past that in a ringwall, the edge of the crater left by the fallen star. The rising sun's light is reflected back in shifting patterns by the water that fills the crater--patterns that carry with them the veriest hint of colors not of this earth.

Nothing moves on the plain as far as the dwarf can see.

The rest of the party soon joins him at his vantage point, Elesandira shaking her head. "A cave like this should be an animal den, but there isn't so much as a rat dropping in there."


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

An area not being inhabited at all usually means one of 3 things. No other food ta live off. No clean water nearby or a predator picked tha place clean. Not sure yer next move. Let's ask the Cassian. Directions, Ye mighty flyin helmet?


Weakly Godlike Entity

"The terminus of the Dark Road is located on an island in the lake formed when the waters of Lake Encarthan ran into the crater you see." It pauses, then continues more slowly. In its metallic voice is a hint of something like embarrassment, if such a thing were possible. "I apologize for not thinking of this sooner. We need to cross the lake to reach the island, and you have no way of doing so."


Dwarf Warpriest 16 (Champion of Faith) Int+1, F17,R10, W18, + 2 v Spells/PoisonAC37/T17/FF35+4vs Last foe to hit , CMD+28+4vs Bull Rush/Trip, CMB+16 +6 for Trip HP121/154, Percep+18,Diplo+12,Intim+23, Religion+12

Duncan falls over. Argh! The damn boat!

The possibility of getting back through that secret door was slim to none at best...


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

"Nothing quite light the warm glow of sunrise." Dashel kneels down and begins to pray. After a few minutes he rises his golden skin kissed by the morning light. "Ready!" He proclaims.


Weakly Godlike Entity

The island itself is not visible from where you are. If you stay at about the same altitude you are now and head roughly northeast for a day or so, you should be able to get a better look at it.


Weakly Godlike Entity

Just waiting to hear what people want to do.


Male H Cleric 7, AC19/22, T 10, FF19, HP 26 /63. Int +2, P +10, F+9, R +3, W+9, CMB +8 (+10) ; (Tripping); CMD 19(19 vs. Trip);
Ongoing Spells:
divine favor +2 att/dam, shield of faith+3

"We should look for boat or ferry that we can rent." Dashel continues to march along following the coast. "Surely there is an enterprising fisherman or ferry helmsman willing earn a good day's wages on the lake."

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