Death-Lok's Age of Worms Campaign (Inactive)

Game Master Death-Lok


1 to 50 of 708 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Welcome to the players selected! I hope we have an enjoyable PbP. Please finish up your characters (equipment, etc.). Any questions, let me know.


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 21 (13 Tch, 18 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: endure elements, mage armor.

Thanks for the selection!

I'll wait for the others players so we can discuss what else needs to be purchased. Pyrrhus has 3,550 gp to spare.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Thanks. I'll get the alias built up properly in the morning.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Thanks... squishy arcanist reporting for duty. Rav only has 1k to spare. But it looks like he may have to cut back on his rod of lesser empower to stock up on scrolls as we as fill out his spell book.

He'll toss around lots of Dazing Fireballs of various energy types in his 4th and 5th slots, while saving his 3rd level slots for Haste.

spellbook, skills, and scrolls to be chosen tomorrow.


Female
ATK:
Ranged +11, Melee +13
Half Elf Warpriest 13 (HP:121/121)(AC:30 FF:28 T:15)(F:+14 R:+11 W:+16)(Init:+8)(Perception:+18)(CMD:28)

"Greetings to you all. My name is Kaydanna. I am pleased to venture forth to do great deeds with you all."


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 21 (13 Tch, 18 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: endure elements, mage armor.

Well, since it is a deadly AP, I think it would be nice for us to said how he intend our PCs to behave during combat...

Pyrrhus is primarily a caster, using his wild shape for protection and utility rather than combat. His spells are more focused in battlefield control.

He is pretty tanky (casting barkskin before any dangerous place, bringing his AC to 35), so should also be able to work as a meat shield for the more squishy ones...

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Siggut is a straightforward tank (high AC, decent saves). He does have the ability to sunder a standing spell once a day (will increase times per day with level) and this is appreciably more likely to succeed than dispel magic. He does solid damage as well. Not too many tricks in his kit.


A couple of house rules and comments:

Vital Strike autoscales at appropriate BAB so no need to spend feats on improved or greater VS.

Unless you are searching for a trap or secret door, I will treat your Perception roll as taking 10.

Siggut: This AP is full of undead, aberrations, and evil outsiders so you may want to rethink the Heartseeker weapon property since it specifically says it does not work against them.

Kaydanna: There are a lot of large and bigger enemies so I don't know how effective Steadfast Slayer feat will be, unless you plan on being enlarged a lot.

Siggut and Ravarel, please add your statistics to the Race/Class levels of your profile, just like Pyrrhus and Kaydanna have done. It makes my life so much easier.

More comments later.

EDIT: Pyrrhus, your sheet say AC 23 but profile says 30; can you break it down for me and correct?


Checking in.

Anyone got a good two-minute summary of Greyhawk?

Thak's a pretty straightforward Blaster, but with the Cleric spell list so some different flexibility than usual.

GM, I'd love it if you got a gameplay thread up just so we could dot and have the game appear on our campaign pages.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Actually from the PRD on heartseeker:

This special ability does not apply against aberrations, oozes, plants, outsiders with the elemental subtype, or any creature specifically noted to lack a heart.

So it should work on evil outsiders just fine. I'll keep it. Mind you I find it annoying that seeking on ranged weapon is appreciably better, but this is as close as it gets,

I'm working on the profile now, it will have all the pertinent stuff when I'm done.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Greyhawk is the first published world setting written up by Gygax in the 70s. It features a medium magic setting with a large variety of vying factions.

I'm a bit rusty on it since I've not played in it since Living Greyhawk many years ago.

The play setting is rather like Western Europe where older cultures were overthrown by barbarian invasions who became the ruling class. There's lot of different little nations. One of the more notable features is the demigod Iuz who is present in the world, and actually runs an empire.

You're probably just best off reading about it yourself since it is fairly complicated (developed over many years).

The wikipedia page


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 21 (13 Tch, 18 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: endure elements, mage armor.

Pyrrhus stat bar reflects his favored form, that of a large water elemental. I intend to be in this form all the time, unless when he needs to interact with 'normal' people (generally when in towns).

Since the stat bar is more used during combat situations I thought it would be better to put the elemental stats instead of his normal stats. If you wish me to change it back, no problem at all!


Female
ATK:
Ranged +11, Melee +13
Half Elf Warpriest 13 (HP:121/121)(AC:30 FF:28 T:15)(F:+14 R:+11 W:+16)(Init:+8)(Perception:+18)(CMD:28)

Kaydanna will act as a secondary melee front line fighter and she can self buff and heal as well. She does fancy herself as a competent Battle-Cleric since her mannerisms and lack of social grace (ie low charisma) did not allow her to be a Paladin. She makes up for that by being overly righteous.

@GM- I have no clue what this module entails I just say Worms in the title so I figured I would add a feat that helps against large opponents. I will relook that feat before we begin play.

Also when does this occur? Before or after the wars? The Crook of Rao incident? Just so I know when RPing.


Ok!

Thak: I will have the Gameplay thread a little later today.

Siggut: Yes, Heartseeker will work on most outsiders but not undead. Up to you if you wish to keep it.

Pyrrhus: You can keep the combat form but Elemental Body IV turns you into a Huge Water Elemental not Large and gives you among other things, +4 size bonus to your Strength, a -2 penalty on your Dexterity, a +8 size bonus to your Constitution, and a +6 natural armor bonus. So how does AC go from 23 to 30? Shouldn't it be 29? Actually -2 for size so really 27.

Kaydanna: I misread the feat. It is for every size they are bigger than you. Yes, it will help you then as there are many large, huge, and even gargantuan enemies in this game. :) It is after Wars and before Crook - around 585CY.

No worries if you have no idea about setting or AP. We are at a point in game where you shortly come to the attention of a powerful Archmage and much exposition is involved, so the plot will be explained.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Likely I would pick up a different weapon for undead. When I have money to spare (ha!), I would pick up a ghost touch, undead bane weapon.


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 21 (13 Tch, 18 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: endure elements, mage armor.

Despite his wild shape uses Elemental Body IV, he is not limited just to huge elementals, but also to all the other sizes as well:

Elemental Body IV wrote:
This spell functions as elemental body III, except that it also allows you to assume the form of a Huge air elemental, Huge earth elemental, Huge fire elemental, or Huge water elemental.

Later levels of Elemental Body just add more options and also add more defenses (immunities and DR). I just have chosen the Large size because it is easier to fit in some places.

Right, I'll break it down so it is easier to see how it reaches to AC 30.

Pyrrhus uses a +1 wild stoneplate (+10 armor, +1 max Dex, -5 penalty), a +2 ring of protection and has Dex 18. If not for the max dex from his armor, his AC would be 26 not 23.

When in Large Water Elemental shape, he gets also +6 of natural armor, a -1 penalty due to size and a -2 penalty do Dex. The trick is that when in wild shape, his armor vanishes, giving him only de armor bonus and not the max dex limitation nor the armor penalty...

This way his AC changes to 30 (10 armor, +2 deflection, +3 Dex, +6 natural, -1 size).


Ah, ok. Thanks for the breakdown.


Gameplay thread is up

No need to overthink it; I will send you PMs as to why you're each in attendance. In the meantime, you can dot and/or introduce yourselves.


Ravarel: I have not seen any ruling where it states that magical lineage and metamagic master stack on same spell (as they are both trait bonuses). And even JJ guessed that they would not. Unless you find something differently...


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

ok i'll look


Thak: The comment about the stacking of the traits also applies to your character. Also, how do you qualify for spell specialization feat, which requires 13 intelligence? Thanks.


Tsk, it's been awhile since I built a non-wizard blaster. I'll swap it out for Mage's Tattoo, won't be an issue.

I'd suggest the traits don't stack as one is more restrictive than the other, applying only to spells level 3 and below. Additionally, one is a 'magic' trait and one is 'regional'. Finally, nowhere in those traits does it specifically say 'trait bonus', like it does in Reactionary. While you can argue that all traits that don't specify a bonus must be 'trait bonuses', the fact that some traits specify and some don't suggest they stack.


stacking wayang spellhunter and magical lineage traits on the same spell?

I completely understand the GMs stance on this. . I'm surprised that I can't find official word on it when it's so commonly used.

I've requested help in the forums asking for help locating an official ruling. But there may not be one. . I'll select an alternate trait tomorrow

-Posted with Wayfinder


Thanks for understanding and accepting my ruling, WH. Unless you can find something official, Thak, I'm sticking to it. Also, I believe Spell Focus is the prerequisite for Mage's Tattoo.


Alright, I'll adjust my traits and spell-loadout. Actually I kind of like it this way- I'll apply the other trait to Flame Strike or something similar and gain a touch more flexibility in my blasting.

Yep, I already have Spell Focus.


Thanks! :)


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

ok...skills updated

removed Metamagic Master Trait and added +2 Init trait

removed the Lesser Rod Empower 9k

and added:
Rod Lesser Piercing 3k

Silken Ceremonial Armor +1 Spellstoring 4k(currently holds a Piercing Frigid Touch) Hopefully the stagger effect on Frigid Touch will save my butt preventing a full attack

@Deathlok will the Spellstoring ability on the Armor still be in effect when I am protected by Mage Armor? The +1 enhancement will be overridden by Mage Armor. But I'm not sure if the Spellstoring ability will be overridden as well. If it is overridden I'll remove the item.

Still need to fill out spellbook


It's a very different source, you're fine, it won't override.


Female
ATK:
Ranged +11, Melee +13
Half Elf Warpriest 13 (HP:121/121)(AC:30 FF:28 T:15)(F:+14 R:+11 W:+16)(Init:+8)(Perception:+18)(CMD:28)

Mage Armor will only trump the additional AC bonuses the armor has if it is greater than the armors bonus. The spell-storing would be unaffected. Mage Armor is not a cancelling spell. The rules state whichever bonus is higher is used.


Before we start combat, some tidbits:

Knowledge checks: Every 5 points above DC you can ask 1 question:
DR, special abilities, weaknesses, SR, SLAs, etc.

Combat rolls: Please break down attack/damage rolls. For example, not 1d20+15 but instead 1d20+12+4+2+1-4 (Base+strength+weapon+prayer-power attack)

At end of combat post, please keep me apprised of all your current buffs and duration.


So what do I get if I meet the DC? One question? If so, I'd like to know energy resistances and immunities.

Everyone, if I roll a K Check please assume I shout the results out for everyone to hear, would appreciate it if others did likewise.

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

Do you actually expect to list off my combat modifiers to hit with every attack? I can accept adding in ones which have changed since the baseline (buffs and such), but all the ones from feats and stats that have not changed?

I guess I get to make a template and cut and paste it. Of course the template will be in my profile so you could look it up there instead of having it clutter up ever battle, but it's your rules.

You are looking at :
+12 (BAB) +5 (str) +1 weapon focus +1 greater weapon focus +2 weapon training +2 gloves of dueling +1 weapon enhancement bonus -4 power attack

As a fighter, none of those numbers are variable other than if I power attack or not, and I always do.

How about I just list in external buffs?


External is fine, just put in your profile lines so it is visible to me without clicking your base to hit and damage.


And now I see that Piercing is a 1-level metamagic, not 2. I am not having a good week with this character. I'll fiddle with the spell list for the last time soon.


the undead Maggot should be Dazed for 4 rounds from the Piercing Dazing Ball Lightning if it failed it's save. .I think Undead are immune to Stun not Daze.

-Posted with Wayfinder


Actually, the Staff says:

No more than one feat can be applied to a spell cast by the wielder in this way.

So if you cast dazing from the Staff then no piercing and without piercing, you would not have made the SR roll.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Staff of the Master:
"In addition, this staff can be used to cast spells using any metamagic feats known by the wielder without increasing the spell’s level. This consumes a number of charges equal to the number of spell levels increased by the feat. No more than one feat can be applied to a spell cast by the wielder in this way. Using the staff for this purpose does not increase the casting time of the spell."

Ravarel had prepared the Ball Lightning with the Piercing Metamagic.

I was aware of the Staffs limitation on only adding one metamagic to any given spell. But I thought that the limitation was only in regards to metamagic effects that the Staff was adding.

I knew that adding Piercing and Dazing from the Staff would not work. But I thought that adding Dazing from the Staff to a spell that was already prepared with Piercing would be ok.

BUT I can certainly understand how you can read it that way.

So just to be clear going forward so we're on the same page. Is your final ruling?:
A)Only one metamagic can be used on spells altered by the Staff of the Master. This means that any spell Ravarel has prepared with metamagic is ineligible to be enhanced by the Staff

B)Spells prepared with metamagic can add ONE metamagic by using the Staff.

If your ruling is A) please let me alter how I have prepared the Ball Lightning Spell. I will not prepare BL with the Piercing metamagic. My whole purpose for BL is the Dazing property. The damage from BL is negligible. Ravarel uses BL to Daze enemies that are widely separated and let the meleers mop them up.

And if your ruling is A) please consider the the BL cast by me in Round #1 to be a Dazing Ball Lighting without Piercing. Rav will NEVER cast a Piercing BL w/o Dazing.

So the Maggot would have resisted the BL with SR, but I could use the Dazing BL on Round#2 to Daze the undead members of the Ivory Cudgels.

And one more question as this will come up again with BL:
Do I roll only on the first round to defeat a creatures SR with BL or is it a check every time I try to damage them with BL?


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 21 (13 Tch, 18 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: endure elements, mage armor.

Ravarel, I had the same doubts about the SR check and found that you only check once for the spell, so later rounds will still take the first SR check.

Regarding the Staff of the Master, if I'm allowed a vote, I interpreted it the way you said on option B, that only one spell can be added via the staff, without taking in consideration of how many metamagic feast are already applied to the spell.


Ravarel:

I have researched the matter on the boards and there is no consensus, as there are opinions on both sides. My ruling is A - Staff does not work on prepared metamagicked spells. If you wish to change the Staff then, please feel free to do so and spend the 30K on something else.

I will assume you cast a regular Ball Lightning without piercing and burned 3 charges from the Staff in the first round that did not penetrate SR.

You roll once per spell - later rounds will use the first SR roll.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

Ok.. A) it is

I'll keep the Staff.

So for round one I cast a Dazing BL using only 2 charges from the Staff as I have the Magical lineage trait applied to BL.

-Posted with Wayfinder


Well, piercing is -5 SR not +5 on my SR check, but I take your point.


Male LN human (ifrit) sorcerer 10 | HP: 80/80 | AC: 21 (13 Tch, 18 Fl) | CMB: +3, CMD: 17 | F: +9, R: +8, W: +10 | Init: +14 | Perc: +2, SM +2 | Speed 30 ft. | Active conditions: endure elements, mage armor.

Today is the beginning of the Carnaval here in Brazil and I'm going to the farm of my girl's family... will try to post when I can, but it will be kind of hard... the Carnaval ends on Tuesday, so Wednesday I should be back again!


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

How fun! Enjoy

-Posted with Wayfinder


Female
ATK:
Ranged +11, Melee +13
Half Elf Warpriest 13 (HP:121/121)(AC:30 FF:28 T:15)(F:+14 R:+11 W:+16)(Init:+8)(Perception:+18)(CMD:28)

envious!


Cool, have always wanted to go to Carnival there!


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.

as it's probably going to come up soon....just want to mention that Ravs init is +9 (improved init +4, ioun stone +1, dex+4) originally it was +4 but then he was rebuilt after the non-stacking of magical lineage and metamagic master

in the macro it's still listed as +4


Thanks, has been fixed.


HP 109/121 | AC 21 |vs Incorporeal 19| T 15 | FF 16| CMD 22| F +16 | R +18 | W +18 (Immune to FEAR) | SPD 30 ft, FLY 40ft | Init +12 | Perc +15| Darkvision 90ft
USABLE:
FP 0 BoH 1/1 ABS 1/1 LuckStaff 1/1 Staff 1/10 VE 10/10 Arc Res 12/17 MM Adept 5/5 Spells Arcanist 1: 5/6, 2: 5/6, 3: 2/6, 4: 5/5, 5: 4/5, 6: 4/5, 7: 3/3 Sorc 3/3 Wand: Celestial 50/50
ACTIVE EFFECTS:
: M Armor 14hr , AblateBarr DR/5 14hr,Overland Fl 14hr, H Feast 24hr, Hunters Blessing.
Death-Lok wrote:

No worries, thankfully, this AP is trap-lite (later at 18th and 19th level, it would be helpful but you can bypass).

glad to hear it. I've been looking at an Arcane Trickster rebuild for the past 1/2hour....but I REALLY didn't want to do that

In light of our lack of DD, should I replace my 2nd lvl Prot from Evil Communal spell with Knock?

Grand Lodge

HP 169/169, AC 42, FF 38, T 17, Fort +18, Ref +18, Will +17 (all saves +4 vs. magic), CMD 37, perception +1, Init +3

I do have an adamantine pick.


Any chance you're a GM who'd say 'from looking at the creatures Thak would have recognized reach and thus known to cast defensively'? We did make a knowledge check on them.

1 to 50 of 708 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post Discussion / Death-Lok's Age of Worms Discussion thread! All Messageboards

Want to post a reply? Sign in.