GM Birch's Rise of the Runelords

Game Master Birch33


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The bugbear shrugs at the question from Kalig. "Not know nothing else."

Ripnugget's eyes widen at the writing of his name. Of course, he can't read, so doesn't actually know it's his name - but he clearly belives it is.

And then he starts to wriggle, as if to get away but his life is ended within seconds.

The bugbear, for his part, leaves very, very quickly.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

I'd put conditionals in for -- if anyone has other questions or objections, they should do so.. but once everyone IS ready to move on... so am I


Well here is the first of objections, Veryl never really intended to leave any survivors, as Horatio was lying, if I am not mistaken the bluff check was used not the Diplomacy check.

As Bruthazamus begins to leave, Veryl statue like posture breaks and he leaps at the Bugbear, sword brandished and ready to spill his blood.

Alright GM should I use coup de grace or is this a battle?


Init +2 | AC 15 / T 12 / FF 13 | HPs 10/28 | Saves F +5 / R +5 / W +3

Yeah. Breaca is not letting him walk away either

Almost at the same instant Veryl springs forward, Breaca draws her own sword and leaps at the bugbear.


Under the circumstances, you can finish this without the need for rolls

The bugbear doesn't get very far in his escape before Veryl and Breaca leap on him. As quickly as he was leaving, he left the land of the living even quicker.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Kalig smiles approvingly. "That ties up that loose end nicely."


"Mel always told me...." Veryl swings his sword at the empty air, causing the blood to splatter against the wall in front of him "Don't leave any loose ends 'Smithy' unless you want something bitting at yer backside later on" The swordsman looks his sword over then wipes it with a stray piece of cloth he had on him.

"I should follow this piece of advice more often" He commented as he remembered his former teacher in Magnimar.


So, one dead goblin, one dead bugbear, a few frightened female goblins and...you're in D2 - where do you want to go to next? If I've missed something please shout.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Kalig looks at the female goblins. "Run, far away now, or die."

Once the goblins are dealt with one way or the other, she nods to the scouts to lead the way further -- "Let's see what's beyond the other doors on this wall." She points to the doors to D3 and the center door.


Init +2 | AC 15 / T 12 / FF 13 | HPs 10/28 | Saves F +5 / R +5 / W +3

Sorry, been a crazy week and I'm a bit under the weather.

Breaca nods at Kalig, sheathing her sword as she does so. "Perhaps deeper in" she murmers as Kalig points towards the center door. "Looks more... promising? She smirks, mostly to herself, and places an arrow on the string of her new bow. She glances towards the others to ensure they are ready, then steps out into the hallway. Creeping silently down the hall, she pauses at a set of doors and places her ear against them, listening carefully.

Perception: 1d20 + 7 ⇒ (14) + 7 = 21 +2 vs humans

Heading to the doubledoors of D11.


Two large stone doors sit in the western walls here, their faces carved with images of horrific, deformed monsters clawing their way out of pregnant women of all races!

These two stone doors are well-maintained, and open easily (you took the liberty as Breaca couold hear no sound from the other side).

DC 15 Knowledge (religion) check:

The scene depicted on the doors as one common to churches of Lamashtu.

Now in D12

Stone fonts containing frothy dark water sit to the north and south of the eastern entrance to the room, and twin banks of stone pillars run the length of the long chamber. At the western end, shallow stairs rise to a platform about two feet off the ground. The walls surrounding this platform are lit by hanging braziers that emit glowing red smoke, giving the place an unnerving crimson lighting that throws the bas-relief carvings of countless monsters feasting on fleeing humans into lurid display.

A black marble altar stone, its surface heaped with ashes and bone fragments, squats before a ten-foot-tall statue. The sculpture depicts a very pregnant but otherwise shapely naked woman who wields a kukri in each taloned hand and has a long reptilian tail, bird-like taloned feet, and the snarling head of a three-eyed jackal with a forked tongue. Its left kukri flickers with fiery orange light while the right one glows with a cold blue radiance.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Kalig follows Breaca in and looking at the various carvings. "Pleasant..." She mutters.

She stays alert, for signs of creatures hiding behind the statues or altars.

Perception: 1d20 + 9 ⇒ (19) + 9 = 28


Kalig conducts an examination of the altar and it reveals smears of ash and bits of bone; a body was burned here recently. The age of the bones suggest it was the missing corpse.


Male Halfling Rogue 3

Miro looks at the remains sadly. I hope this isn't it for us.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Kalig shares the theory that the stolen corpse of the old priest was burnt here. "So whatever ritual she was doing... that phase is done." She looses and slams her flail into the altar once, but then stops herself from continue. "Time is of the essence, then," she says to herself as much as anyone. "Let's focus on finding her. Breaca, your instinct on where to go has been good so far, where next?"


Init +2 | AC 15 / T 12 / FF 13 | HPs 10/28 | Saves F +5 / R +5 / W +3

Can she tell at all how recently the body was burned? survival/track: 1d20 + 7 ⇒ (19) + 7 = 26

Breaca frowns and looks up from the bones, then briefly about the room. "I am not sure. I had hoped to find something useful here, as it appeared to be an important room. There is a door here to my left on the dais...

I was in a temple once, it had a chamber like this, though one far more wholesome feeling. The layout was similar. The assistant priests came in and out of a door to the side like this one is at different points to retrieve things for the service. Perhaps this door is for something... errr similar. It shouldn't take long to check."

As she speaks, she steps towards it and listens.

percept: 1d20 + 7 ⇒ (4) + 7 = 11

[ooc]Overall plan is that she will head towards D9.... and then to the doors to the east from D9, then North through the hall we just came from to D13


Breaca wrote:

[ooc]Can she tell at all how recently the body was burned?

Breaca can't be precise but it was recent - definitely within a week.


Once more Breaca listens for any sounds but can hear nothing - so proceeds into the room. D9

The southern wall of this room is a bank of cells with iron doors, six in all. The rest of the room is obviously a torture chamber; a rack sits against the far wall, an iron maiden stands to the north, and a fire pit smolders below a spiky cage dangling from a chain in the ceiling to the east.

All of the cells are empty. Breaca takes the door to the east and finds it's a simple corridor - that leads you back out to the first room you entered.

From here Breaca heads north until she came to a room previously unexplored. D13

The lower four feet of the walls in this empty room are covered with crude drawings in mud, blood, and paint. Most of the drawings show goblins engaged in some sort of violence against humans, horses, or dogs. One picture on the north wall is at least three times the size and complexity of the other scrawlings.

This image shows Thistletop from the side, the goblin stockade perched atop it like a crown. A cave has been drawn into the center of the image, and looming inside is what appears to be an immense, muscular goblin with snake-like eyes and a dogslicer in each taloned hand.

If the scale compared to the rest of the drawing is to be believed, this goblin must be at least thirty feet tall.


Init +2 | AC 15 / T 12 / FF 13 | HPs 10/28 | Saves F +5 / R +5 / W +3

Well now, that's interesting.." Breaca murmers as she quickly takes in the paintings. "Either someone feels the need to compensate, or that really is one big goblin. Her teeth flash in a humorless grin and she moves on towards the door at the far end, more intent on finding their quarry than admiring goblin artwork.

Onward to D14 & 15 Percept: 1d20 + 7 ⇒ (16) + 7 = 23


The group moves forward. You enter the next room D14 and find a large table surrounded by chairs. A slateboard to the north is covered with scribblings in chalk, but the map of Sandpoint that has been carefully inscribed on it leaves no doubt as to the purpose of this room — this is doubtless where the recent raid was planned.

Further investigation of the notes written suggest that, that once “the whispering beast is tamed,” the architects of the plan intend to mount a second raid on the town, one that incorporates not only additional goblin tribes culled from as far as the Fogscar mountains to the north, but creatures referred to as “sinspawn” who shall invade Sandpoint from below.

No exact timetable is given for when this second raid is to happen, but you surmise it is scheduled for only a few months away.

Moving on to the next room D15 you see a large wooden worktable sitting in the middle of the room, its surface cluttered with scrolls, books, stone tablets covered with dense, spiky runes, and fragments of carvings that appear to have been chipped off of statues or bas-reliefs.

To the north, a floor-to-ceiling set of wooden shelves sag with picks, shovels, brushes, lanterns, and other equipment one might expect to see at an archeological site.

What is clearly a secret door to the east hangs ajar and as you look at it, it opens wider as a cloaked woman in her early twenties, with dark skin and long hair braided tightly into cornrows walks through it - followed by a cat that threads its way between her legs as she walks.

You notice she has a wand tucked into her belt as well as a large dagger.

If you wish to initiate combat, you get a surprise round - initiatives posted here...

Miro: 1d20 + 6 ⇒ (17) + 6 = 23
Kalig: 1d20 + 2 ⇒ (5) + 2 = 7
Veryl: 1d20 + 4 ⇒ (15) + 4 = 19
Horatio: 1d20 + 2 ⇒ (16) + 2 = 18
Breaca: 1d20 + 2 ⇒ (6) + 2 = 8
Merwyn: 1d20 + 2 ⇒ (8) + 2 = 10


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Birch, does this woman match the description of anyone we've heard of before?

Before the group notices the woman, Kalig picks up any scrolls, books, or tablets that look in decent condition and stuffs them into her pack to look at later.

IF anyone in the party chooses to attack the woman, Kalig will wait to let them act (A fluffing of her initiative being last), then casts aspect of the bear on herself.


Kalig recalls the bugbear mentioned three people - a longshanks with a very big sword, a female longshanks wizard and Nualia. Logic suggests this is the female wizard (as she has a wand and isn't deformed).

Kalig grabs a selection of likely looking scrolls.

Kalig:

When you get the chance to look, you'll find a scroll of sleep, a scroll of comprehend languages, a scroll of minor image, a scroll of see invisibility, a scroll of whispering wind.


Gentle bump for the other players - are you still with us?


Male Halfling Rogue 3

Miro silently moves forward with his rapier in hand, then clears his throat to get the woman's attention.

Action held to attack if she does anything violent. I'm hoping there may be a diplomacy angle here.


Male Human (Chelaxian) Bard 3
Quick stats:
AC 14, T12, FF12; HP 21/21; F +2, R +5, W +3 (+4 vs. bardic performance, sonic, language-dependant); CMD 14; Init +2; Perc +6; SM +5; Bardic performance 18/18 rounds remaining; Spells 1st-level 2/4 remaining

Weapon drawn, Horatio waits for the woman's response to the group's presence, but remains ready to strike if she appears to react less than favourably. If nothing else, the party no longer had the element of surprise.

Ready an action to strike if diplomacy doesn't look like an option.


You stand and stare at the woman and she stands and stares at you. The cat, meanwhile, continues to wrap itself around her legs and is paying you no attention.

Finally the deadlock is broken. "Who are you?" she says. Not exactly a long speech!


Male Halfling Rogue 3

Miro smiles. "I believe you should be the one to answer questions here. So who are you?"


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Kalig does not cast the spell since no one attacked, but she readies her spear and shield, glaring at the woman to give the message that if the woman makes trouble, Kalig is ready to respond in kind.


Init +2 | AC 15 / T 12 / FF 13 | HPs 10/28 | Saves F +5 / R +5 / W +3

Breaca holds her bow still drawn and ready, watching for any sign of spellcraft or attack from the woman.


"You're the intruders - you go first."

Her voice isn't hostile but it certainly isn't friendly. She's clearly outnumbered and that's probably what's dictating her actions.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

"Actually, as this fortress doesn't belong to you, that's not true. Who we are? We're people who'll kill you if you don't start talking. Your choice, of course, but were I you, I'd pick the talking."


Male Human (Chelaxian) Bard 3
Quick stats:
AC 14, T12, FF12; HP 21/21; F +2, R +5, W +3 (+4 vs. bardic performance, sonic, language-dependant); CMD 14; Init +2; Perc +6; SM +5; Bardic performance 18/18 rounds remaining; Spells 1st-level 2/4 remaining

Horatio holds up his free hand in a peaceful gesture, lowering the point of his rapier towards the ground. "My friend here has a point. You're as much an intruder here as we are, which at least puts us on equal footing. As you've noticed, we outnumber you - significantly, I might add, even if we count your pet on your side. So, it could well be in your best interest to co-operate with us, wizard." He spreads his hands, his rapier-tip flicking out to the side. "Talking seems like a good option, mmm?"

Diplomacy: 1d20 + 11 ⇒ (10) + 11 = 21 or 22 if my trait bonus applies.


The woman looks in two minds. Her hand is resting on the edge of the door, as if she's contemplating running back through it - but for now she's standing and listening.

"Threats are all well and good - and I agree you outnumber me but perhaps, just perhaps I have something you need which means the last thing you'd want to do is kill me."

To those attuned to people bluffing, she sounds sincere up to this point.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Kalig stands back, physically indicating Horatio is the leader in this conversation, but replies, less threateningly but still with a businesslike tone, "If that's so, don't you think talking about it sooner rather than later would be in your best interests?"

Aid Another Horatio Diplomacy, for his next check: 1d20 + 6 ⇒ (5) + 6 = 11

Fortunately, I think that's just enough to give him a +2.


Male Human (Chelaxian) Bard 3
Quick stats:
AC 14, T12, FF12; HP 21/21; F +2, R +5, W +3 (+4 vs. bardic performance, sonic, language-dependant); CMD 14; Init +2; Perc +6; SM +5; Bardic performance 18/18 rounds remaining; Spells 1st-level 2/4 remaining

Horatio nods his head in Kalig's direction, glad for the half-orc's assistance. "She's right. How about you close the door beind you and we'll talk this over? If you say we need this something you have, let's negotiate." As a peace gesture, hoping he isn't being too foolish, he sheathes his rapier again - but makes no move to suggest his allies do the same. He wasn't that foolish.


On the plus side, she doesn't bolt for it. On the debit side, she stays where she is. "What do you have to negotiate with? And don't say my life, that's so hackneyed."


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Don't forget Horatio if you try again, you've got that +2

Kalig yawns. "She is stalling, and she just said herself her life is worthless to her. She has nothing, and we have no time." She does not move to attack however, but instead stows her spear and reaches into a pouch to produce a bit of beef jerky.

She kneels down to look at the cat. "Maybe you're better conversation." She holds out the meat and shakes it a little, to give that enticing movement most cats like so much. "Who's a pretty kitty? Who wants to see the world and not get accidentally eaten by sinspawn?" She knows if it's a bound companion or familiar it is doubtless to lose its loyalty easy, but either she annoys the woman into being sloppy or befriends a cat, so win-win. Plus she thinks if she tried to bite off the woman's finger, Horatio would turn green again.

Bluff to trick woman into sloppiness: 1d20 + 6 ⇒ (20) + 6 = 26
Wild Empathy on Cat: 1d20 + 3 ⇒ (15) + 3 = 18


Init +2 | AC 15 / T 12 / FF 13 | HPs 10/28 | Saves F +5 / R +5 / W +3

Breaca's fingers twitch on her bow as she holds it half drawn on the woman, ready to shoot should she make any threatening move. Soft and blunt, she speaks,"We should just kill her and be done with it. She's obviously not a prisoner here and that means she's complicit with whatever is happening and we could not trust anything she says anyway. As Kalig says, she is stalling and we need to move."


The cat stares at kalig for a few moments and then looks up at the woman. She smiles at it.

"You don't scare Skivver and you don't scare me."

Then to Breaca, "Ah, at last someone tells it like it is."

She darts back through the door and slams it shut behind her.

Breaca, you get one chance to hit her with an arrow before the door closes. Take a -4 modifier


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

I wasn't trying to scare her (that would be Intimidate). I was trying to piss her off, and befriend the cat.

It seems to be the AP does not allow or account for diplomacy or trying anything vaguely unorthodox. Would it be easier for all concerned if we just attack everything we see from now on? ETA: I realize that comes off as snarky which is not my intent -- I'm just noting if we just keep trying stuff that is doomed to fail, I'd rather just know so we can move forward. I would have attacked sooner but I know we've got some characters built toward diplomacy (and actually Kalig can go either way) and didn't want to jump the gun. But, bearing in mind I have not read the AP, it seems to me here so far that everything here is really just designed to be attacked and killed and that creativity or alternate routes are discouraged (by the AP, not the GM). If that's the case, I'd rather just know so we can get on with it rather than waste the GM's time to have to come up with answers to interactions the AP doesn't account for.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

"Yes, because people who aren't scared always run away." Kalig calls after the witch. She is annoyed at the departure, as she was actually hoping to provoke the woman into attacking, but pleased to see they are seen as a threat after all.

Once Breaca fires the arrow, Kalig runs and opens the door. If it is locked, she will ask Veryl to break it with the sledgehammer she gave him yesterday.


Kalig wrote:
It seems to be the AP does not allow or account for diplomacy or trying anything vaguely unorthodox. Would it be easier for all concerned if we just attack everything we see from now on? ETA: I realize that comes off as snarky which is not my intent -- I'm just noting if we just keep trying stuff that is doomed to fail, I'd rather just know so we can move forward.

They're all valid observations. The NPC has specific behavioural traits. I gave you the chance to work it through but it was always going to be difficult. If I didn't give you the chance, you'd have been just as right to complain you had no opportunity to use diplomacy. APs are notorious for giving limited room for changing the storyline. You've certainly strayed from time to time and in the other APs I run, it's happened by quite some margin. The bugbear was a good example of giving you license to role-play rather than fight - which the AP called for.

I, as a GM, see no point in simply managing combat after combat. I wouldn't enjoy it, so I'm pleased when you go for Plan B - even if it's not in the script.

So, please keep doing what comes naturally and let's take it from there.


Init +2 | AC 15 / T 12 / FF 13 | HPs 10/28 | Saves F +5 / R +5 / W +3

1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 51d8 + 4 ⇒ (2) + 4 = 6

A grimace sets itself on Breaca's features as the arrow thuds into the closing door. "Sorry" she mutters and moves to help with the door if need be.

Once it is open, she is first through, ready to tear after the retreating woman, though if her quarry is not seen or heard, Breaca slows a bit.


The door isn't locked and Kalig opens it to see a flight of stone stairs descending to a lower level. Thne soft sound of footsteps tells you the woman is not far ahead of you.


And, for future reference I have put the map of the new level in the Campaign setting (Thistletop Level Two)


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Kalig holds the door open to let the others charge through first.


Init +2 | AC 15 / T 12 / FF 13 | HPs 10/28 | Saves F +5 / R +5 / W +3

Breaca hurries through the door after the retreating woman, though she pauses and peeks around corners to make sure she wasn't about to be ambushed.

possible needed rolls
1d20 + 6 ⇒ (10) + 6 = 161d8 + 4 ⇒ (3) + 4 = 7
percept: 1d20 + 7 ⇒ (14) + 7 = 21
stealth around corners: 1d20 + 8 ⇒ (20) + 8 = 28

edit: please add +2 to the above if opponent is human


You make good progress down the stairs whilst being careful you don't run into an ambush. Stealth is a challenge as there are a number of you and you are following someone who knows you're right behind her. None the less, you keep as quiet as can be, so that anyone other than the mage would not be aware you were coming down the stairs.

In contrast to the fortress above, cracks line the walls here and there, and dust and rubble are evident every now and then. The stairs are lit by lanterns left on the floor.

You reach the bottom of the stairs. By balancing rushing with being cautious you know she's not too far ahead of you - but she hasn't raised an alarm that you're aware of.

A stone door in front of you hangs slightly ajar, the detailed carvings that once covered its surface defaced by chisel marks and hammer blows to the extent that only a few remnants of images (mostly of gemstones and crowns) remain. The floor here is slanted toward the west.

The door opens onto a large hall. E2

Two pillars support the ceiling in here. In many places the stone walls, floor, and ceiling are caked with ancient grime and soot. Alcoves in the north and south wall contain partially damaged statues of a man in robes clutching a book and a glaive. The entire room is canted toward the west, and whatever ancient upheaval caused the complex to tilt knocked the statues from their bases so that now they lean against the southern walls of their alcoves.

Time and perhaps something else has left the statues too damaged to be recognizable beyond their basic shapes.

Moving on you reach another hallway. E3

This short hallway rises in a slope to the east. Five feet from the western door, the floor is polished and shiny, unlike the dusty floor elsewhere.

A pair of stone statues depicting stern men wielding glaives stand in alcoves north and south of this section of the hallway. At the eastern end stand two stone doors, their faces carved with strange runes.

Between the doors is a third alcove in which a partially collapsed statue sits. The top half of the statue is missing, leaving behind a ragged stump of a torso.


Urban Druid 6 [ HP: 42/42 AC: 16 T: 11 FF: 15 | CMD 17 | Fort +6, Ref +4, Will +8 +1 vs death +2 vs div/ench| Init +1 Perc: +12/+14 scavenger; Dkvision, Scent; Surv +14 | Goodberries 7/7

Can we tell which way she went? If not

Survival: 1d20 + 7 ⇒ (3) + 7 = 10


There is only one way - so the same direction you're travelling in.

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