Doug M's Way of the Wicked (Inactive)

Game Master Douglas Muir 406

Follow the Way of the Wicked, the award-winning AP from Fire Mountain games.

The wickedness continues in Way of the Wicked Part II: The Dark Tower!


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"Uh, yessir!" The ogre steps forward, throws Sir Edmin over his shoulder, and then retires as far back as he can without actually fleeing the room.

Sorry: you are at -6 hp and you no longer have your axe.


The Cardinal turns towards the Judge. His voice is low and expressionless, his eyes are dead and cold.

"You are now the leader of the Ninth Knot. Return to the test. You have forty-six minutes left.

"Bring me that pendant."


The Cardinal gestures once again.

There is a sound of buzzing, almost intolerably loud. The air is suddenly filled with insects -- wasps. Each one is black and yellow and as big as a human thumb.

The wasps descend on you, stinging.


The wasp stings are incredibly painful! However, they're only stinging you on one side of your body -- the side facing the Cardinal.

Everybody but Grumblejack and Sir Edmin takes 1d6 of damage and must save against poison. The poison save is Fort DC 13; frequency 1/round for 4 rounds; effect 1 Dexterity damage; cure 1 save. So if you make the save, you're fine; if you fail, you lose 1 Dex and must save again next round.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Sense Motive: 1d20 + 6 ⇒ (7) + 6 = 13 <-- trying to read anything he can from the Cardinal

The Judge looks at the rest of the party, then at Sir Edmin, then at the Cardinal:

Yes your Honor.

The Judge turns to the rest of the party.

Everyone back to the test. We have little time to spare and I do not plan on experiencing what Sir Edmin just did.

With that the Judge turns and heads back out to the staircase down expecting the rest of the group to follow. As he does so, he looks at Dren with a deadpan glance.
Some of your healing for Sir Edmin would be appreciated. I do not wish for Grumblejack to decide that the knight's armor would make a good club.

Fort: 1d20 + 2 ⇒ (11) + 2 = 13


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

1d20 + 4 ⇒ (10) + 4 = 14 and 1d6 ⇒ 4


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

1d20 + 5 ⇒ (7) + 5 = 12; 1d6 ⇒ 4
..second save: 1d20 + 5 ⇒ (3) + 5 = 8
..fml. 1d20 + 5 ⇒ (13) + 5 = 18

Jax hightails it out of the room and quickly returns to the room with the pillar. While searching the pillar he hisses to himself. Going to sting that bloody priest one day with a sword.
Perception/Search on the pillar. 1d20 + 4 ⇒ (1) + 4 = 5

Edit: Aaand the dice are back to hating me.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

When he gets to the bottom of the stairs, Morsum, who was ahead of the group, at least my intention as soon as the Cardinal destroyed the fake amulet, was to send Morsum back, begins to carefully search the pedestal for any indication of another opening.

Perception(Morsum): 1d20 + 5 ⇒ (9) + 5 = 14

When the Judge arrives, he also begins to search.

Perception(Tohram): 1d20 + 3 ⇒ (18) + 3 = 21


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

Perception around the room, especially that pillar 1d20 + 4 - 1 ⇒ (9) + 4 - 1 = 12 Add one for traps


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

The wasps that sting Cуровую зиму inflict their pain, but curiously, fall on the ground shriveled, a layer of frost and ice covering their bodies.

Fort 1d20 + 2 ⇒ (13) + 2 = 15

The Winter Witch looks at the cardinal briefly, perhaps exchanging mental thoughts or remembering this incident, then follows Jax and the others back to the tests.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Cуровую will ask Dren to cast Guidance on her before she looks through the room again.

Perception 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

Cуровую will cast Detect Magic again for good measure.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Fortitude Save 1d20 + 1 ⇒ (14) + 1 = 15
Dren flees from the room and then goes back to the pendant room with the others.
Dren will assist one of the others searching...
perception 1d20 ⇒ 9


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Can a down and out anti paladin get a heal?


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

I told Dren to heal him, the Judge assume as the new leader that his order would be followed.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Yeah, good luck with that.


The wasps will continue to sting you if you linger. If you leave the room promptly, they will follow you at a speed of 30', stopping at the top of the stairs.

Everyone, please make your saves and don't forget to take your d6 of damage. (Judge, I think you missed yours?)


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

1d6 ⇒ 3

cure lights wounds wand1d8 + 1 ⇒ (7) + 1 = 8
cure lights wounds wand1d8 + 1 ⇒ (6) + 1 = 7
cure lights wounds wand1d8 + 1 ⇒ (1) + 1 = 2
cure lights wounds wand1d8 + 1 ⇒ (5) + 1 = 6

If additional charges are needed:
cure lights wounds wand1d8 + 1 ⇒ (5) + 1 = 6
cure lights wounds wand1d8 + 1 ⇒ (2) + 1 = 3


Jax and Morsum are poking around the pedestal...

Jax:

nat 1: it's the pedestal. You're sure of it! You just need to move the damn thing... ugh [DC 25 STR check] no. Well, convince the rest of the party!


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

I think I made the save, DM I'll let you roll how much damage do I take.

Perception 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26

Cуровую will cast Detect Magic again for good measure.


Zimu is walking around the room, staring closely at the walls and casting...

Zimu:

Detect Magic gives you nothing. However: you remember how you came in the south door? And how, around that door, the mural has painted a Cathedral of Mitra and other good gods being torn down by fiends and their human slaves?

Well, the opposite (north) wall has a Cathedral of Asmodeus being built. The door of the cathedral has been completed -- on this scale, it's about three feet high -- and is decorated by an elaborate stylized mask of Asmodeus. Around the door, the cathedral is rising up towards the roof, ten feet high. (The painted humans are about six inches tall, so if everything were to scale the cathedral would be about 120 feet high.) Devils are flogging and threatening the slaves... except for three. These three are turned to look towards you, the viewer. They are accompanied by inscriptions.

Above the cathedral, a Pit Fiend soars above the struggling mortals. Its gaze is stern and impassive. The inscription by it says Through Him is the Way. Do not be distracted. Bow down. The Truth is hard but the Way is straight.

To the left of the cathedral, a fiend of an unfamiliar sort stalks forward as the slaves scream or cower in terror. It looks partly humanoid, but its lower body is a mass of writhing tentacles. The artist has given the creature a face that is uncannily similar to Tiadora's. It's looking towards you sidelong, with an expression of hauteur and contempt. The inscription by it reads, The End is near, but not here. Bow down. Death yet awaits you.

To the right of the cathedral, a giggling imp smirks at you. Its inscription says, There are many ways to worship Him. Stealth is one. Bow down, and come upon your enemies silently and unseen.


Judge, you take 1d6 ⇒ 3 points of damage from the wasps.

Zimu, you take 1d6 ⇒ 3 points of damage.


M DEAD!! KILLED BY EVIL EVIL DMDM!! Rogue1/Barb (Feral)1 temp hp 14/17 and 9 con (HP 24/25+4 when Raging; AC21/17/15(-2 Raging) ; CMD 16 (18 Rage) Fort +4(6); Ref +8; Will +1( 3); Init +6; Perception +5/6 for Traps; Darkvision

Goblin not have fun anymore. Where is lunch? bref refers to the squire


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Cуровую stands by the mural and looks like she is concentrating on the 'artwork'.

'The Game is not over.'

'The wall has a cathedral of Asmodeus being built. The door of the cathedral has been completed, on this scale, it's about three feet high and is decorated by an elaborate stylized mask of Asmodeus. In the depiction, all but three devils are flogging the slaves.

These three are turned to look towards the viewer. They are accompanied by inscriptions.

Above the cathedral, a Pit Fiend soars above the struggling mortals. Its gaze is stern and impassive.

The inscription by it says Through Him is the Way. Do not be distracted. Bow down. The Truth is hard but the Way is straight.

To the left of the cathedral, a fiend of an unfamiliar sort stalks forward as the slaves scream or cower in terror. It looks partly humanoid, but its lower body is a mass of writhing tentacles. The artist has given the creature a face that is uncannily similar to Bref's friend, Tiadora's. It's looking towards you sidelong, with an expression of hauteur and contempt.

The inscription by it reads, The End is near, but not here. Bow down. Death yet awaits you.

To the right of the cathedral, a giggling imp smirks at you.

Its inscription says, There are many ways to worship Him. Stealth is one. Bow down, and come upon your enemies silently and unseen.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

The common theme is bowing down, could this be a clue to the pendant? Perhaps we should search the floor for a trap door? I could be trying to interpret it too literally though.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

The Judge looks over at Cy: Very interesting. Bow is referred to multiple times, it is something we must do. The other statements are what to expect.

The Judge stares at Bref. We do not take any side passages.

Looking at the others: We have another tough combat ahead. However, we should be able to surprise the enemy and succeed.

The Judge looks around. We go through the passage, the miniature door. It is an illusion or a secret passage of some sort. Morsum and Toothpick will lead.

The Judge again looks at Bref. Morsum carried you unconscious from the prison. If you fail to follow my instructions, you will wish that you had been left there to die.

We have little time. If any require healing, speak now. I do not know what lies ahead, but undoubtedly it will be a tough combat. We use all stealth and speed we can.

With that, the Judge takes off his chain shirt and leaves it on the steps to be picked up later.

The order is Morsum, Toothpick, Jax, Edmin, Dren, Cy, myself and then Grumblejack if he can fit through. The instructions say bow, but use whatever method you can to move silently. Morsum and I can communicate when he sees something. Cy, if you can use your spell that allows people to communicate, I can tell you what Morsum has seen and you can tell Jax and Edmin so that they are prepared.

Once the Judge has his chain shirt off, he looks to the others. Now, lets find that passage and complete this test.

Perception(Judge): 1d20 + 3 ⇒ (11) + 3 = 14 <-- searching for the secret door/testing for an illusion, at the cathedral door.
Perception(Morsum): 1d20 + 5 ⇒ (2) + 5 = 7


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Edmin bolts to his feet, a scream escaping the knights lips while his wild eyes scan around him for something. The anti-paladin drags the longsword from it's scabbard on his hip as he seems to stumble towards Bref.
"That is the last time I take a punishment for your actions you little fargin sneaky bastage! You act like that again and I'm gonna take your dwork. I'm gonna nail it to the wall. I'm gonna crush your boils in a meat grinder. I'm gonna cut off your arms. I'm gonna shove 'em up your icehole. Dirty son-a-ma-batche! Now where is my fargin ax?"


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Are there any spells we can cast in preparation?


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

The Judge looks at Edmin as he bursts back to life: Welcome back Sir Knight. If the goblin fails to follow instructions again, Morsum shall hold him down while you brand him.

The Judge pauses for a moment: For now, we have a small passage to traverse and an unknown enemy to sneak up on. The Cardinal has taken your axe. We must finish this test without it.


The Judge is poking around the painting of the Cathedral, but hasn't found anything yet.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

DM

Spoiler:
Just checking, are there three possible doors? I am not sure if I am interpreting the art on the wall correctly.

In the meantime, safe travels.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Suddenly the Judge steps back from the door, stands up straight and bows before the mask of Asmodeus.

Quietly: Dark Lord, you will shall be done.


The doors of the cathedral swing open. A small passageway -- about three feet wide, and three feet high -- is revealed. It leads forward into darkness.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

If at first you don't succeed, guess guess again.
___________

The Judge looks to the others.

Now as I directed. Lets finish this test.

Once again he looks down at Bref: Sir Edmin, Morsum and Grumblejack shall play a game called "Draw and Quarter" if you get us into any more situations like you did before.

With that the Judge nods at Morsum who bends down onto his knees and begins to crawl through the passage. The Judge stays in constant contact.

Once Morsum is inside the passage, the Judge looks to Cy. Please cast your Message spell on myself and Jax who will be the first of the warriors. I can relay anything that Morsum sees to you and Jax.

The Judge nods to Bref: Follow straight, no detours, no side passages unless you want to meet the Cardinal with less than four limbs next time.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

I could use some healing before we proceed.

Jax will walk stealthily 1d20 + 7 ⇒ (11) + 7 = 18 and proceed into the passage.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Cуровую recasts Message.

I think I had Message up with Bref as lead scout and Edmin as team leader, since command and control have shifted (sorry Edmin) I'll recast on the Judge. The second casting to either Bref or Jax as lead scout or warrior respectively, other than Morsum.

Stealth 1d20 + 5 ⇒ (5) + 5 = 10

edit - thankfully Cуровую gets to use the team's best roll.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Dren taps jax on the shoulder...then casts Guidance on Bref and himself.
CLW Wand 1d8 + 1 ⇒ (3) + 1 = 4

Let me know if you wish more healing.

stealth shadow armor 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

I love that we just voluntary entered in full 'Color Spray' formation.

Wait, silly me, I forgot who was running the game for a moment.

Ahem. I love that we just voluntary entered in full 'Empowered Lightning Bolt' formation.

:)


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Bref prefers Enlarged Empowered Chain Lightning formation.


Your teamwork feat means you're all going to be very, very stealthy. Hm. Okay.

Morsum, bent nearly double, begins moving forward through the low passage. Everyone else follows.


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Don't forget, neither Morsum not Grumblejack have the bonus feat. Although I left Grumblejack out of the marching-through-the-small-passage order since I figured he would not fit.

Stealth(Morsum): 1d20 + 14 ⇒ (17) + 14 = 31

Like the shadow he is, Morsum crouches down and silently moves through the passage.

____________
Judge - not sure it is worth rolling since Dren got a 19 - that makes my stealth:

Stealth(Judge): 19 + 2 = 21


Grumblejack is going to wait outside. He'd have to crawl, and it would still be a tight squeeze.

Okay, after about 30' the passage opens up into a room...


Male Eidolon Disconcerting Shadowy Monstrosity HP: 9/53; AC23(27 w/Mage Armor; 31 w/MA& Shield),T12,FF20; F+6,R+3,W+4/+8; Per+9; Init+2)

Morsum stops and peers into the room without making a sound. His blood red unblinking eyes attempting to survey the entire room for any threats or things of note.

Perception: 1d20 + 5 ⇒ (12) + 5 = 17


It's hard to tell how big this room is.

There's a strange, complex smell here: a whiff of rot and corruption, overlaid by a stronger musty and sweetish smells. The air is very dusty. There's not much light except a faint, dim luminescence coming from some of the fungi.

The fungi! They're everywhere. It's a room full of fungi -- mushrooms and toadstools ranging from tiny caps smaller than your pinkynail to giant forms that stand taller than Sir Edmin. Molds, shelf fungi, and odder sorts of growth are mixed in with them. They cover the floor completely. A few of them glow very faintly, but overall this room is dark to anyone without darkvision.

A narrow passage winds ahead among the fungal growths. It's clear up to about 3' off the ground. Above that, a few faint threads of some sort of mycelium weave back and forth in the air. If you continue to go bent over, you won't disturb them -- but you'll move slowly, and spellcasting and combat will be hindered. If you stand up straight, you'll suffer no penalties, but you won't be able to avoid the mycelial threads.

The path winds and twists, so you can't see how long it is. You can leave the path, but if you do you'll have to force your way through the fungi.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

As Morsum silently relays what he sees back to the Judge, the Judge mulls this over in his head.

Through Him is the Way. Do not be distracted. Bow down. The Truth is hard but the Way is straight.

The End is near, but not here. Bow down. Death yet awaits you.

There are many ways to worship Him. Stealth is one. Bow down, and come upon your enemies silently and unseen.

The Judge then speaks through the Message assuming the others will be told.

The inscription says: "Truth is hard but the Way is straight."

Continue straight forward, down the path. Remain bowed down. Do not deviate from the path no matter what you see. Stealth is one way to worship the Dark Lord, but he is also devoted to trickery, so ware what you see.

___________
Morsum enters the room and remains in a low crouch as he moves into the fungi infested room carefully avoiding the strands above him as he follows the path.

Before he moves forward, he carefully stares forward attempting to discern whether there is any illusion at work.

Save-Will(if necessary): 1d20 + 3 ⇒ (20) + 3 = 23 <-- anyone want to bet that was a complete waste of a natural 20


I'll take that bet.


So, I have to do some rolling. Let's see. B D E J J Z

1d20 ⇒ 4
1d20 ⇒ 8
1d20 ⇒ 11
1d20 ⇒ 7
1d20 ⇒ 14
1d20 ⇒ 18


Right, carry on. What are you doing?


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Preparing to die . . . I mean finish this test.


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Edmin crawls along behind the others attempting to remain quiet and low to avoid the things over head. The knight keeps Ragnar with him both moving with the group.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Following orders...for then moment...

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