Ed's Dragon's Demand (Inactive)

Game Master fine_young_misanthrope


101 to 150 of 1,551 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Does someone have a source of light? Some torches might be a good idea"


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

"Let me solve that" announces Shriek with stout voice. He then casts dancing lights making 4 small balls of light to appear around the group illuminating their way.
I will renew the spell every time it is close to end


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Thank you Shriek" Yasmin says while she joins the half-orc.


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

Solvi and Bissi will both try and scramble up the rubble to the second floor. They take 10 for 14 and 19 respectively (Solvi gives Bissi aspect of the monkey before going up).

Assuming he makes it, Solvi will then look around the top

perception: 1d20 + 9 ⇒ (7) + 9 = 16

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Finn follows the others...

Scarab Sages

Female Gnome Druid 1 HP: (10/10) | AC: 14 | T: 12 | FF: 14 | CMD: 8 | Fort: +4 |Ref: +1| Will: +5| Init: +1 | Perc: +9 Low light Vision

Gilraen and Ray also follow, keeping their heads up for any attacks from the rear.

Liberty's Edge

After looking around the first floor, you see that it's not practal to get in this way. Working together, you eventually get the whole group up to the second floor. Open to the sky above, this exposed upper floor contains only some smashed furniture and a sprinkling of rubble. A trap door is set in the floor against the northwest wall ,but a stout timber has fallen a cross it.


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Strenght: 1d20 + 3 ⇒ (3) + 3 = 6

Yasmin tries to lift the timber from the trapdoor and gives up after a moment "Stupid thing! Why won't you budge! Samuel, can you lend me a hand?"


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

"Sure beauty!" the half-orc closes by to the fallen timber and starts pushing with all his strengths.
Strength: 1d20 + 3 ⇒ (20) + 3 = 23
Getting lucky I guess XD

I will try here to move the thread a little bit more agile
Once done Shriek closes by the trapdoor and tries to study it with plenty of care in order to find any danger.
Perception (take 20): 20 + 2 = 22

If the door is save, he opens it and helps the others to move through to the other side continuing the exploration.
Strength (if needed): 1d20 + 3 ⇒ (14) + 3 = 17


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin blushes as Samuel easily manages to push the timber aside. Not to be outdone she quickly climbs down after him, her sword ready in her hands.

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

Finn peers down the trapdoor that the others have just climbed down. He is not a fan of dark and enclosed spaces.

"C'mon Sky.", he murmurs as he climbs down....


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

Solvi and Bissi join the group climbing down.

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell will cover the way down (if it opens) and follow the group or if not will look around the tower taking 2 to find other kobold trails

Liberty's Edge

Samuel flexes, strains, and single handedly opens up the trap door under the timber. He even makes it look easy. When you all look down, it looks clear. Seeing that, you hop down.
The tower's large ground floor has mostly collapsed under the rubble, but along the western portion of the room a section remains clear of debris. An iron trap door set in the floor is directly below a companion door in the ceiling above that you entered through. Shattered wooden furniture lies scattered around the corpses of two small, green-scaled creatures.


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

I presume that these are more kobolds? Search the bodies for some clue as to what is going on ( or loot :-) ). See if I can find any tracks or anything else interesting.

survival: 1d20 + 9 ⇒ (19) + 9 = 28
perception: 1d20 + 9 ⇒ (3) + 9 = 12


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

"This is getting disgusting" says Shriek as he walks next to the corpses and helps Solvi to search the room.
Perception: 1d20 + 2 ⇒ (6) + 2 = 8

He then closes by to the trap door to the bottom and inspects it with care.
Perception: 1d20 + 2 ⇒ (20) + 2 = 22
Forcing it if the place is clear and the search yields nothing for the party.
Strength: 1d20 + 3 ⇒ (19) + 3 = 22
Well, with these rolls, I expect a combat begins before my luck disappears XD

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell drops down into the room hanging by imine hand with the other on the crossbow and takes both hands on it again looking around in the darkness and says anyone provide some light?

Liberty's Edge

Searching the goblins, you see that they don't have anything of value. Their pockets are full of strange odds and ends like rotten, dried mice, flint and steel, and a bit of string.

The trap door looks safe, and when you open it it proves to be so.

Orell looks into a dark room. The dancing lights illuminate the chamber below. The walls of this chamber have buckled precariously in several places, and masonry and dirt are scattered across the floor the collapse above plainly caused this structural damage. The dry-rotted frames of five simple beds lie against the north and south walls. To the southwest, the room broadens into a larger chamber. A rusted, grinning iron statue stands in an alcove in the north wall between the two wings of the room itself, and in the wall to the south is an old iron door.

Map


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

"Interesting place" says Shriek sending the dancing lights around the chamber as he checks the beds around.

The half-orc closes then to the statue and studies it with care trying to get information about this ill-place.
Perception (take 20): 20 + 2 = 22

If nothing is found he simple approaches the iron door and concludes "Well if there is nothing else here, we should keep exploring" and opens the door if there are no dangers around.
Perception (take 20): 20 + 2 = 22
Strength (if needed;take 20): 20 + 3 = 23
I am doing extensive use of take 20. I think this is good for PbP because it is very slow to go back and forth with failure and retries. But let me know if there is ever something wrong with a take 20


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

Solvi and Bissi also head down.

I don't see any tokens that I can manuipulate and I also don't have edit permission on the map. Is this intentional?


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

I have asked for edit rights on the map

Yasmin follows Samuel, watching his back.

Liberty's Edge

Huh, thought I give you all editing permission. As for tokens, add your own! Whatever you feel you look like drop them in!

As Samuel look around the basement, he see a pair of cat-sized centipeds rustling in the west corner corner in the debris of the tower. You also think there might be some salvageable weapons among the rubble near the centipedes.


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

"Let's check that!" Shriek jumps in checking the debris and facing the centipedes if needed with his blade in order to disperse them.
Perception (take 20 to carefully check the rubble and weapons): 20 + 2 = 22
He also casts detect magic to look if any of the weapons are magical, and profits the casting to scan the room for other magical auras.

Shriek picks up anything that seems of use.

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

"Find anything useful?", Finn asks as he eyes the centipedes.

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell will take aim at the centipedes if they are hostile and strike one not in combat with the bolts from his crossbow, if nothing is hostile he will take 20 on perception and search for anything valuable getting 27


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin takes her time to get a good look at one of the centipedes

Now where could I best hit that vermin?

Study target

and then follows Samuel, still guarding his back.

GM, can you put a link to the map in your status bar or in the campaign information? Makes it easier to find


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

Solvi moves so as to have a clear shot and readies to shoot a centipede should it attack.

He orders Bissi to go up and defend Samuel.

I still do not have edit permission on the map so can't create or move tokens

Handle animal auto succeeds.

Following are if readies go out. NOT initiating combat.

bow shot: 1d20 + 1 ⇒ (6) + 1 = 7 for damage: 1d8 ⇒ 1
Bissi bite: 1d20 + 9 ⇒ (9) + 9 = 18 for damage: 1d4 + 1 ⇒ (1) + 1 = 2

Liberty's Edge

As Samuel moves close to the rubble, the two rear up on their hind-er legs and begin to make several chitterlings noises. Those noises abruptly stop when the group pelts the life out of them under an onslaught of magic and range fire. Moving their corpses aside, Samuel finds a pair of mithral daggers with a strange series of notches carved into the flat of each blade, stored in a tightly latched iron case. They do not have magic to them, but their are masterwork mithral blades none the less.

Liberty's Edge

press on or explore this room more?


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

"Let us make sure that there is nothing else here before we press on"

If the rest of the group agrees, detect magic and
perception: 1d20 + 9 ⇒ (6) + 9 = 15

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell looks around and says be a shame to miss something else of worth assume unless there is danger or a time factor that I will take 20 perc 27


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

While the others turn every stone over Yasmin makes sure there are no traps on the door.

Take 20 perception for 26


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Shriek takes the mithral daggers "I guess we can make some use of these. Anyone interested?"

If no one says other thing, the half-orc saves one of the daggers into his belt then offers the other to Yasmin "You never know what kind of creatures will be vulnerable to the silvery mithral"
What do you think? My guess here is to better have for the front-liners which may have to face DR/silver more often :)

Well if we can find something more...
Shriek then helps Solvi and the others to register the room before moving further.
Perception: 1d20 + 2 ⇒ (16) + 2 = 18

After the party is sure nothing else is left he proposes to move through the iron door to the south and pushes it open looking into the next room.
Perception: 1d20 + 2 ⇒ (10) + 2 = 12


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"Thank you Samuel"

Grand Lodge

Male Sylph Witch 6 | HP: 44/44 | AC: 12 (FF: 10; Touch: 12) | Fort: +3, Ref +4, Will +5 | Init +6 | CMB: +5 | CMD: 15 | Perception +11 Sense Motive +2

"Very nice blades, Shriek." Finn says after taking a look at them.

Knowledge (arcana): 1d20 + 9 ⇒ (5) + 9 = 14
Do I glean anything significant about the notches on the blades?


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

Giving the two of you the daggers makes perfect sense to me. Although, of course, Bissi thinks that they are his :-)

Liberty's Edge

The blades don't look magic, but roll Knowledge(engineering) if you got it.

As you look around the room spending a long time looking over every nook and cranny, you see there might be something in the iron maiden in the corner.

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell will take a closer look at the Iron Maiden for what that might be
enter appropriate Bill and Ted reference or play mind blasting heavy metal here!

Liberty's Edge

Orell, you've earned something nice for later!

Opening the maiden, the quite of the room suddenly changes as bones spill out and clatter across the floor accompanied with the ringing din and clamor of rusted metal. Among the rust, dust, and bones you see a rusty metal key.


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

"Interesting" says Shriek.

The half-orc opens then the iron metal door, if it is closed he proposes "Let's try the rusty key in the door", and if that does not work, he pushes it open.
Strength (take 20): 20 + 3 = 23
He goes through stealthily.
Stealth (take 10): 1d20 - 2 ⇒ (5) - 2 = 3

Once at the other side he gives a first prospective look, then helps the others carefully search the whole room.
Perception: 1d20 + 2 ⇒ (14) + 2 = 16
Perception (take 20): 20 + 2 = 22

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Orell will hope the key works on the door and follow through with a smile and the crossbow at the ready

Liberty's Edge

Samuel walks up to the door, looks at it, and turns the handle. It opens easily. The room opens up to reveal numerous jail cells that line a long-abandoned corridors. Each of their solid iron doors hangs ajar, and includes both a peephole at eye level, covered with a piece of sliding metal, and a smaller slot for food and water at floor level.

Map updated


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

Yasmin turns left and takes a look through the peephole of the first door

Take 10 perception 15

if there is nothing she will continue down that corridor, taking 10 at every door.

Scarab Sages

Female Gnome Druid 1 HP: (10/10) | AC: 14 | T: 12 | FF: 14 | CMD: 8 | Fort: +4 |Ref: +1| Will: +5| Init: +1 | Perc: +9 Low light Vision

Gilraen and Ray finally catch up to the group.
Sorry, little legs. she grins sheepishly. Ray grins too, wolfishly.

sorry apparently I suck at getting online every day. I'll do better now!


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Shriek follows Yasmin and double checks the doors after her "This will take us forever. Shouldn't we just open the first door available?" roars the half-orc as he readies his sword to defend the woman if anything emerges from the door or the corner ahead.
Perception: 1d20 + 2 ⇒ (17) + 2 = 19

If some door seems out of danger and having something of interest, the half-orc helps Yasmin to open it and steps inside to check the room.

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

it looks like all the doors are already open so lets just look into each cell Orell starts at the first cell on the left taking twenty for perception on the left as he moves down the hall for 27

Liberty's Edge

The group carefully looks over the cells, but each cell is just empty. The doors are unlocked, and you find nothing inside each of the cells.

However, Orell spends several minutes looking over this portion of the hall and finds a secret door built into the south wall.
map updated


hp 26/46 + shaken | Ac 20 (FF17, T15) | Init +5 | F+6 R+9 W+3 (+2 vs enchantments) | P+11 (+3 vs traps) | Bite 5/5 | Flame 1/1 | Reroll 0/1 | Map

"What are we waiting for, let's go" Yasmin says, getting fed up with the minutes spend looking over things that are not that interesting in the end. She tries to open the door and walks through if it opens.


Male Human and Leopard (Solvi AC 15, Bissi: AC 29) (Solvi 41/41 HP, Bissi 38/39 HP) Lvl 4 Hunter

"Secret doors are always MUCH more fun than normal doors

He and Bissi head over to back Yasmin up

Scarab Sages

Male Human Lv 5 Gunslinger (Bolt Ace)/ 2 Ranger init+7, perc 11,Current HP 41, AC 18, fort +7, ref +10, will +7, cmd 17(heroism +2 morale bonus saves attacks skill checks)

Through the secret door after holding it open saying ladies and manageries first

101 to 150 of 1,551 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Ed's Dragon Demand Gameplay All Messageboards

Want to post a reply? Sign in.