Devil We Know, Part 3: Crypt of Fools (PFS) T1-2 (Inactive)

Game Master Mari Clock

Cassomir

Hall of Wonders

The Forgotten Fountain

Crypt of Fools 1

Crypt of Fools 2


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Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

Blayne will step 5 feet up to Gwendolyn cast a Cure Light Wounds on her.

CLW: 1d8 + 1 ⇒ (3) + 1 = 4

Following that he will prepare a full defense against the hideous monstrosity attacking them and allowing Gwen to shelter behind him and complete her healing.

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

ty4hlz. ;)

Grand Lodge

F Human, with Orcish qualities Mom-12

Zink
Nev
Thing
Gwen
Blayne

As Gwen is still the only one in range (sorry, Gwen) it will attack her again.

bite: 1d20 + 7 ⇒ (15) + 7 = 22 hitting for 1d8 + 4 ⇒ (6) + 4 = 10 plus disease but I think you're already diseased because you failed your fort save before
tentacle 1: 1d20 + 3 ⇒ (19) + 3 = 22 for 1d6 + 2 ⇒ (4) + 2 = 6 points, plus a grab attempt.
tentacle 2: 1d20 + 3 ⇒ (13) + 3 = 16 for 1d6 + 2 ⇒ (2) + 2 = 4 points, plus a grab attempt.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Would it continue attacking Gwen even after the first hit knocked her unconscious?

Seeing Gwen go down again, Zinkyudo fires two more arrows at the thing.

Flurry with Longbow, PBS: 1d20 + 8 ⇒ (17) + 8 = 25
Longbow damage: 1d8 + 4 ⇒ (7) + 4 = 11

Flurry with Longbow, PBS: 1d20 + 8 ⇒ (17) + 8 = 25
Longbow damage: 1d8 + 4 ⇒ (6) + 4 = 10

Grand Lodge

F Human, with Orcish qualities Mom-12

I suppose not, she didn't stand back up or anything. I suppose then it would five foot up and attack Blayne, then. Sorry, Blayne.

Zink's arrows strike and it falls over.

Grand Lodge

F Human, with Orcish qualities Mom-12

So, it's dead now. What're you doing?

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18
Zinkyudo wrote:

Zinkyudo turns to Blayne and says, "Think you can get Gwen patched up? That thing hit her pretty good."

Once Gwen is healed, Zinkyudo heads for the Ismacco crypt.

Now we'll do this.

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

Since the thing stepped over Gwen and whacked me I'm unconscious or dead or something. It did 20 points of damage and I have 7 - so -17HP? Does that do an outright kill?

Blayne staggers back under the impact of the tentacles leaving a good sized chunk of himself in the monsters teeth as Zinkyudo's arrows finally drop it. As he falls it sounds like he says "Happy Birthday!"

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

I guess I wasn't clear in what I said. Since Gwen was the one in reach, I'd expect the thing to bite her with the first attack, doing 10 damage and making Gwen either dead or unconscious. Once Gwen was no longer a threat, the thing (which has an Int of 5, so it can think a little) would likely have hit Blayne or Nev with tentacles. If it hit Blayne with both, he would be at 0 hp, so he'd be staggered but not unconscious.

There's a reasonable case to be made that Nev has hurt the thing more than Blayne, so the thing would attack Nev. If it attacked Nev, only one of the tentacles would hit (due to Nev's higher AC), and it would do 6 damage. It might decide to attack Zinkyudo, but it would have to move in that case, and wouldn't get its full attack, so no tentacle attacks would happen.

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

If he hit Gwen with the first one (10 pts), that puts her at -8. Dying, but not dead. If he hit Blayne with the next two (6 and 4) that puts him at -3 (since Blayne currently has 7 hp).

Grand Lodge

F Human, with Orcish qualities Mom-12

Let's do it that way, then, that he hits Gwen first, then Blayne, so I don't kill Blayne. I didn't understand what you meant, Zink, sorry. Also, I kept going for the nearest because I didn't really think it was smart enough to recognize who hit it, just that it had been hit.

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Alright! Now neither of the healers are dead! Hooray! But both of them are dying! Wait, wut? ^_^

Con check: 1d20 + 1 - 8 ⇒ (20) + 1 - 8 = 13

It appears Odin will not call me this day to Valhalla. Stable at neg 8.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

I have no idea whether Blayne's stats line, which lists him as being at 7/10 hp, is correct. Normally we heal after fights, using my CLW wand. If he was at full HP, then he'd be at 0 now, which would allow him to use the wand to heal himself, then Gwen. If he's at -3, then both of our divine casters are unconscious and we have no way to heal them.

Either way, some stabilizing might be in order:

Heal, DC 15: 1d20 + 4 ⇒ (11) + 4 = 15 On Blayne, succeeds
Heal, DC 15: 1d20 + 4 ⇒ (4) + 4 = 8 On Gwen, fails
Heal, DC 15: 1d20 + 4 ⇒ (19) + 4 = 23 On Gwen, succeeds

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Go ahead and do the things that we're supposed to do now to finish. Given that I think we just finished the boss fight, if you finish, we might just have a lovely ending cutscene and we can all get default-healed anyway. Either that, or there might be a pile of treasure with a conveniently placed potion of CLW. ^_^


That's great. I did not heal myself to max the last time I healed so I'm out cold. Thanks for stabilizing me. Otherwise I agree with Gwen!

-Posted with Wayfinder

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Works for me - except I'm not so sure that was the boss fight. But Nev and Zink can handle whatever might be waiting for us. We could also run upstairs and flag down a cleric.

Grand Lodge

F Human, with Orcish qualities Mom-12

That was not the boss fight.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

GM - any reason we can't just go back upstairs, get someone to use the CLW wand on us (or buy a potion of CLW for Blayne, so he can then use the wand on us), and come back down? The alternative is Nev and Zinkyudo try to take on the boss alone, which I'm not that excited about.

Grand Lodge

F Human, with Orcish qualities Mom-12

Just use someone's wand.
Roll a d20 until you get a 20. There is no rush, you aren't in combat. At some point you'll roll a 20 and one of them will be healed (with a d8+1) then after that whichever one is healed can simply use the wand without rolling to heal everyone else.
Just heal up.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Ok.

Zinkyudo pulls his healing wand out of his belt pouch and holds it up to Nev, asking him, "You ever pay attention when Blayne uses this thing? I've no idea how it works."

He taps Blayne on the head with it, to no effect. So he pokes him and says, "Abizibuzzibing!" And nothing happens. He tries a series of magic words, gestures, bizarre dances and even a curse word or two, and suddenly a wash of healing light leaps from the end of the wand onto Blayne, returning him to consciousness.

"Hey, you're back!" Zinkyudo comments as he hands the wand to Blayne. "Would you mind finishing up with this thing? You're better at it than I am."

UMD, DC 20: 1d20 ⇒ 3
UMD, DC 20: 1d20 ⇒ 18
UMD, DC 20: 1d20 ⇒ 16
UMD, DC 20: 1d20 ⇒ 10
UMD, DC 20: 1d20 ⇒ 12
UMD, DC 20: 1d20 ⇒ 15
UMD, DC 20: 1d20 ⇒ 10
UMD, DC 20: 1d20 ⇒ 16
UMD, DC 20: 1d20 ⇒ 7
UMD, DC 20: 1d20 ⇒ 14
UMD, DC 20: 1d20 ⇒ 7
UMD, DC 20: 1d20 ⇒ 10
UMD, DC 20: 1d20 ⇒ 4
UMD, DC 20: 1d20 ⇒ 18
UMD, DC 20: 1d20 ⇒ 20
UMD, DC 20: 1d20 ⇒ 10
UMD, DC 20: 1d20 ⇒ 19
UMD, DC 20: 1d20 ⇒ 6
UMD, DC 20: 1d20 ⇒ 16
UMD, DC 20: 1d20 ⇒ 17
UMD, DC 20: 1d20 ⇒ 3
UMD, DC 20: 1d20 ⇒ 16
CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Assuming Blayne heals himself and Gwen:
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (7) + 1 = 8
CLW: 1d8 + 1 ⇒ (3) + 1 = 4
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
CLW: 1d8 + 1 ⇒ (8) + 1 = 9

Puts them both at full and then some.

Once everyone is back together, Zinkyudo does a careful search of the room, then says, "Let's go see what's in that Ismacco crypt, okay?"

Grand Lodge

F Human, with Orcish qualities Mom-12

15 rolls to get your 20. Not bad. :)

The door to the crypt is currently closed.

Grand Lodge

F Human, with Orcish qualities Mom-12

Are you going to knock it down? Knock lightly? Just open it?

Stare at it for a few days?

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Str check: 1d20 + 2 ⇒ (10) + 2 = 12
Str check: 1d20 + 2 ⇒ (14) + 2 = 16
Str check: 1d20 + 2 ⇒ (3) + 2 = 5
Str check: 1d20 + 2 ⇒ (20) + 2 = 22

Zinkyudo kicks at the door feebly once or twice, then gives it a resounding smash with his shoulder.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Smashed on door, did it open? Anything to see?

Grand Lodge

F Human, with Orcish qualities Mom-12

OH! Sorry. Yes, I was GMing a Virtual game last night and forgot, my bad.

You opened the door, and inside you see 3 half-orc thugs inside of what is very clearly a crypt.

A grand crypt stretches toward the room’s ceiling and two large, copper braziers flank its impressive floor-to-ceiling doors. At the building’s base, a faceless statue holds a gibbous moon aloft.

Knowledge Religion 15:
the statue in front of the crypt as a representation of Groetus.

Ornate carvings decorate the walls inside the Ismacco crypt, creating several stylized burial niches. Tall, marbled pillars stretch to the 20-foot-high ceiling, creating three alcoves that hold massive oak sarcophagi. At the rear of the chamber, stairs ascend into a basilica-like dome. A musty smell permeates the chamber, and several dozen torches burn brightly in wall sconces throughout the crypt.

In the northwest-most alcove, two Cassomirite slaves are bound inside a small cage. Several members of the Cult of Nature’s Cataclysm have set up a guard post near a shattered burial niche in the northeast corner of the room

Initiatives:

Blayne: 1d20 + 0 ⇒ (18) + 0 = 18
Zinkyudo: 1d20 + 4 ⇒ (7) + 4 = 11
Gwendolen: 1d20 + 3 ⇒ (11) + 3 = 14
Nev: 1d20 + 8 ⇒ (17) + 8 = 25
3 Thugs: 1d20 ⇒ 1

Nev
Blayne
Gwendolen
Zinkyudo
Thug Yellow
Thug Red
Thug Purple

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinkyudo steps into the room and lets fly a volley of arrows at one of the thugs.

5-foot step, flurry at Yellow.

Flurry with Longbow, PBS: 1d20 + 8 ⇒ (12) + 8 = 20
Longbow damage: 1d8 + 4 ⇒ (6) + 4 = 10

Flurry with Longbow, PBS: 1d20 + 8 ⇒ (16) + 8 = 24
Longbow damage: 1d8 + 4 ⇒ (3) + 4 = 7

Grand Lodge

M Human Gunslinger (Pistolero) 2 | HP 19/19 | AC 17| Tch 14 | FF 13 | CMD 16 | Fort +4| Ref +7 | Will +3 | Init +8 | Perc +7

Nev runs into the room and takes a shot at a thug.

Shooting at Yellow thug

Pistol: 1d20 + 8 ⇒ (9) + 8 = 17

Damage: 1d8 ⇒ 5

Grand Lodge

F Human, with Orcish qualities Mom-12

I'm going to recommend after Zink's 10 damage to Yellow you both aim for someone else after.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

In such circumstances in a PbP, it often works best for the DM to just decide what the other targets are. For example, if Yellow went down, Nev could have stepped left instead of right and shot at Red. PbP is slow enough without needing to revise actions based on an enemy going down.

So how about we say Nev shot Red, and Zinkyudo shot his second arrow at Purple? I'll shift Nev on the map.

Grand Lodge

F Human, with Orcish qualities Mom-12

For future, I'll do it that way. Thanks.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Okay, if we're doing it that way, and you're posting, it's very helpful to have you describe what happened as a result of Nev and Zink's actions. Then anyone else who still has to post in that round has something to base their actions on. In this case, if one or two of the thugs are down, and you describe that, then Blayne and Gwen will be able to post in response to the new situation.

Grand Lodge

F Human, with Orcish qualities Mom-12

Nev
Blayne
Gwendolen
Zinkyudo
Thug Yellow
Thug Red 5dmg
Thug Purple 7dmg

Gwen and Blayne are up.

Liberty's Edge

Human Cleric 2 - HP: 14/17 - AC 18 T:10/FF:18 -Init +4 Speed: 30; Senses Perception +4 ;Fort +4, Ref +0, Will +6

Blayne will step into the room and ready an attack to engage either orc that approaches him or tries to pass him to reach Nev or Zinkyudo.

Rapier: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d6 + 2 ⇒ (5) + 2 = 7

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

sry. Was at a con. Just got back.

Gwen moves up next to but slightly ahead of Blayne, and, standing with her brother-in-arms, she makes ready for the orcish charge.

"Come then! Come and taste my sweet mercies! Would you stand there and die? Shot dead like honorless pigs ready for the slaughter? Or will you come forth and test the might of your STEEL?"

Move action up. Readied action: Attack on approach

Readied attack: 1d20 + 5 ⇒ (20) + 5 = 25
crit confirm: 1d20 + 5 ⇒ (3) + 5 = 8 (nope)
damage: 2d4 + 6 ⇒ (4, 3) + 6 = 13

AoO: 1d20 + 5 ⇒ (15) + 5 = 20
damage: 2d4 + 6 ⇒ (4, 4) + 6 = 14

Grand Lodge

F Human, with Orcish qualities Mom-12

Red Cultist will walk up to Gwen which will trigger her readied attack, and he'll die.

Purple Cultist will thereafter walk up to Gwen and attack.
Melee club: 1d20 + 3 ⇒ (8) + 3 = 11 and if it hits will deal 1d6 + 2 ⇒ (4) + 2 = 6 points of damage.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Unable to get a clear shot at the remaining cultist, Zinkyudo moves past all the columns to get behind the half-orc, then shoots an arrow at him.

Longbow attack, PBS: 1d20 + 9 ⇒ (7) + 9 = 16
Longbow damage, PBS: 1d8 + 4 ⇒ (1) + 4 = 5

Grand Lodge

F Human, with Orcish qualities Mom-12

Zink drops the other one.

Nev
Blayne
Gwendolen
Zinkyudo
Thug Yellow
Thug Red
Thug Purple

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

After searching the thugs and the room, Zinkyudo leads the way up the stairs.

I assume that's the only exit from this room?

Grand Lodge

F Human, with Orcish qualities Mom-12

Inside the sarcophagus of Rashim Ismacco (one of the left) rests his scimitar, Rashim’s Caress.

Yah, but it is actually down, I think.

Several ornate burial niches adorn the passage walls. In the passage’s southwest corner, shattered niches reveal a massive set of iron double doors. An image carved on the doors depicts a dispassionate figure holding a gibbous moon.

Crypt of Fools 2

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Okay, what's down there?

Liberty's Edge

F Human Warpriest 1 AC 17 HP 10/10 Blessings: 3/4 1st: 2/2 Ranseur:+5/+6, w/Reach

Gwendolen helps Zink search the room and the fallen cultists. She then crushes Zink's dreams by saying that they can't walk up some down stairs, then leads the way down.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zink stumbles attempting to take the stairs the wrong direction, then clenches his fist in frustration! I just want some stairs that go back to the surface, dammit!

Grand Lodge

F Human, with Orcish qualities Mom-12

I updated what was down there. Sometimes I hit post instead of preview and then I edit the post. I should just start posting and then posting a second, sorry.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Zinkyudo collects the scimitar and keeps moving, heading for the double doors. Eyeing the carving on the doors, he says, "We've seen that guy before."

He checks the doors carefully for any surprises, then turns to look at the party with a raised eyebrow, as if asking, 'Ready?' When everyone is prepared, he opens the door and steps to one side.

Perception: 1d20 + 10 ⇒ (1) + 10 = 11

Grand Lodge

M Human Gunslinger (Pistolero) 2 | HP 19/19 | AC 17| Tch 14 | FF 13 | CMD 16 | Fort +4| Ref +7 | Will +3 | Init +8 | Perc +7

Nev stands behind Gwen with his gun at ready, bracing for whatever might jump out. As he waits, he grits his teeth and tries to think about what it would be like to be out of catacombs for once. I just want this to be over, so I can get back to the surface and smoke that Taldan cigar I've been waiting so long for.

Grand Lodge

F Human, with Orcish qualities Mom-12

You open the door and a purple glow washes over this cold chamber, creating an otherworldly sheen. A large desk adorns the south wall; behind
its oaken bulk hangs a large map of Cassomir. Straw-lined cages line the chamber’s east and west walls. In the center of the room, resting on a small pedestal, a black rock absorbs the chamber’s bright torch light.

There are three -- things -- at by the desk.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

Do they appears to be hostile things? Do they react to our entering the room?

Grand Lodge

F Human, with Orcish qualities Mom-12

One appears to look like Dalirio, who you have previously killed, and the other two look like skeletons.

Scarab Sages

M Garuda-Blooded Aasimar Zen Archer 4 / Cleric 5 | HP 59 | AC 29 | T 23 | FF 26 | CMD 30 | Fort +12 | Ref +9 | Will +17 | Init +4 | Perc +18

"How many times do we have to kill this guy?" Zinkyudo asks in frustration. He raises his bow and looses a pair of arrows at the risen Dalirio.

Flurry with Longbow: 1d20 + 7 ⇒ (14) + 7 = 21
Longbow damage: 1d8 + 3 ⇒ (3) + 3 = 6

Flurry with Longbow: 1d20 + 7 ⇒ (13) + 7 = 20
Longbow damage: 1d8 + 3 ⇒ (3) + 3 = 6

Grand Lodge

F Human, with Orcish qualities Mom-12

Heh. I forgot initiatives.

Initiatives:

Blayne: 1d20 + 0 ⇒ (2) + 0 = 2
Zinkyudo: 1d20 + 4 ⇒ (17) + 4 = 21
Gwendolen: 1d20 + 3 ⇒ (9) + 3 = 12
Nev: 1d20 + 8 ⇒ (6) + 8 = 14
Skeletons: 1d20 + 6 ⇒ (7) + 6 = 13
Dalirio: 1d20 + 3 ⇒ (13) + 3 = 16

Zinkyudo
Dalirio 12 dmg
Nev
Skeleton Red
Skeleton Blue
Gwen
Blayne

Zinkyudo shoots and hits Dalirio, he roars in rage and casts Lesser Confusion at Zinkyudo for shooting him.

DC:
15

Nev's up.

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