GM Pox's Carnival of Tears

Game Master WerePox47


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crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

FireBall: 7d6 ⇒ (1, 4, 4, 1, 4, 2, 4) = 20

I will target the Fey standing the furthest to the left.


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

Harbaestus sees fire everywhere. He's confused for seconds, before finally taking a stand to catch whoever runs from the fire.


Inner Sanctum

Guys Im at training this week so I wont be abl to post till the afternoon.. My apologies but ill get it updated tm afternoon..


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

Wreck follows his dwarven companion, flanking the exit, his hammer drawn

"Tag team once more my short, bearded friend?"


Inner Sanctum

Even making their saves the poor brownies are obliterated by the fire damage.. Then tent quickly catches fire and starts to burn..

Wreck and Harb move up but nothing comes out of the exit as the then starts to burn.. A few screams can be heard inside..

Team fireball does notice the large entrance guardian coming around the corner to see the noise.. You all notice it has a large battleaxe in its hands now.. After moving 40' it casts a spell and the tree beside him uproots itself and begins to move in yalls direction..

Spellcraft and Know Nature..

The party is up again..

Map Link


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Spellcraft: 1d20 + 9 ⇒ (18) + 9 = 27
Know Nature: 1d20 + 3 ⇒ (18) + 3 = 21

Halmier uses his Ice Storm scroll to slow down their advance.

Bludgeoning: 3d6 ⇒ (2, 4, 3) = 9
Cold: 2d6 ⇒ (1, 1) = 2

The region around them is treated as difficult terrain for the next 7 turns.


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

K.Nature: 1d20 + 9 ⇒ (8) + 9 = 17
Spell Craft: 1d20 + 15 ⇒ (2) + 15 = 17

I ready my Wand

I think the dice roller here hates me


Inner Sanctum

This spell is similar to a control plants with the additional ability to animate them as well.. What you have here is a Grimstalker.. Eveil fey with ability to control plants etc.. Pretty good with a battleaxe as well. The tree is a treant.. Both are powerful foes. This combat is not to be underestimated..

Both the tree and the Grimstalker take the damage with ease.. The Grimstalker soaks the cold damage..

Tree -11
Baddie -9

Rest of team are still up.. You do know treants are vulnerable to fire though..


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

How close to the tree am I?


HP 11/11| AC 12| T 10| FF 11| CMD 16 (20 v Trip)| Fort +4 | Ref +2 | Will +2 (+2 v death)| Init +1 | Perc +0 | Senses darkvision 60 | Speed 50 | Immune: | Conditional: +2 vs death

Full attack the fey, 5' step back.

Multishot: 1d20 + 11 ⇒ (14) + 11 = 25 2d8 + 20 ⇒ (1, 4) + 20 = 25
Rapid Shot: 1d20 + 11 ⇒ (7) + 11 = 18 1d8 + 10 ⇒ (2) + 10 = 12

"Spread out, he's another mage."


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

Let's do it! - Harbaestus tells Wreck, right before moving.

The dwarf goes around the building (supposing the building is really there?) moving his short legs the quickest he can.

Knowledge (Nature): 1d20 + 10 ⇒ (11) + 10 = 21 +4 if identifying a fey
Spellcraft: 1d20 + 4 ⇒ (11) + 4 = 15


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

I launch a bolt of fire at the tree, once it strikes, it arches out towards the fey, enveloping them both in sizzling flames

burning arc: 7d6 ⇒ (3, 5, 1, 3, 6, 4, 3) = 25 To tree
burning arc: 3d6 ⇒ (5, 2, 1) = 8 to skeleton


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

Wreck moves after the dwarf, ready to face their enemies head on
"Right behind you Harb!"


Inner Sanctum

The map link is accurate distances.. 5' squares..

One of Daphne arrows sink into the Grimstalker, but not all damage goes through.

Danika's fire is not appreciated by the benevolent tree..

Reflex: 2d20 ⇒ (19, 2) = 21 Tree saves and takes 1/2 by 1.5 and the Stalker fails..

Tree -29
Stalker -16

Ill update there actions here in a bit.. Going to eat..


Inner Sanctum

The treee double moves and is almost out of the ice storm.. The Grimstalker moves out and attacks Harb once..

1d20 ⇒ 8 hit
Dam: 2d6 + 21 ⇒ (4, 2) + 21 = 27

The group is all up again..


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Halmier walks up to Harb and waves his wand.

Cure Moderate Wounds: 2d8 + 3 ⇒ (4, 8) + 3 = 15


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

Wreck moves forward, aiming to bludgeon the creature to death, raising his hammer high

Swing!: 1d20 + 14 ⇒ (19) + 14 = 33
Over head vital strike!: 4d6 + 22 ⇒ (5, 4, 1, 3) + 22 = 35

-Posted with Wayfinder


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

A little less hurt, Harb thanks Hal and attacks the grimstalker twice with his cold iron dwarven longhammer. As a swift, he uses his strength surge blessing to hit harder.

I added 4 extra HP from the heal because of Fey Foundling :)

Attack: 1d20 + 17 ⇒ (15) + 17 = 32 Power attack, favored enemy
Damage: 2d6 + 17 ⇒ (3, 2) + 17 = 22 Power attack, favored enemy

Attack: 1d20 + 12 ⇒ (3) + 12 = 15 Power attack, favored enemy
Damage: 2d6 + 17 ⇒ (4, 1) + 17 = 22 Power attack, favored enemy

Blessing used: 1/6

Finally, he five-foot steps diagonally towards SE.


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

I will target the Treeant again first, then linking the dmg from him to the GrimStalker.

Burning Arc: 7d6 ⇒ (6, 1, 2, 4, 3, 1, 3) = 20
burning arc: 3d6 ⇒ (1, 2, 5) = 8


HP 11/11| AC 12| T 10| FF 11| CMD 16 (20 v Trip)| Fort +4 | Ref +2 | Will +2 (+2 v death)| Init +1 | Perc +0 | Senses darkvision 60 | Speed 50 | Immune: | Conditional: +2 vs death

Full attack the fey, 5' step back again.

Multishot: 1d20 + 11 ⇒ (1) + 11 = 12damage: 2d8 + 20 ⇒ (5, 7) + 20 = 32
Rapid Shot: 1d20 + 11 ⇒ (1) + 11 = 12damage: 1d8 + 10 ⇒ (7) + 10 = 17

Daphne's shots soar past the storm.

"Hrm, should have aimed lower."


Inner Sanctum

2d20 ⇒ (16, 13) = 29 both save for half.. The tree obviously takes more..

The stalker takes the hits and is still up.. He's obviously hurting though..

Btw he takes an AoO as Wreck closes to attack..

AoO: 1d20 ⇒ 8 hits
Dam: 2d6 + 21 ⇒ (6, 5) + 21 = 32

He then splits attacks, one on each Harb and Wreck..

Attacks: 2d20 ⇒ (2, 6) = 8 both miss.. lame..

The tree 5' steps and swings to trunks at Harb..

2d20 ⇒ (1, 13) = 14 miss, hit..
Dam: 2d6 + 18 ⇒ (2, 6) + 18 = 26

Group is up again..

Stalker -77
Tree -44


HP 11/11| AC 12| T 10| FF 11| CMD 16 (20 v Trip)| Fort +4 | Ref +2 | Will +2 (+2 v death)| Init +1 | Perc +0 | Senses darkvision 60 | Speed 50 | Immune: | Conditional: +2 vs death

Full attack the fey.

Multishot: 1d20 + 11 ⇒ (20) + 11 = 31damage: 2d8 + 20 ⇒ (3, 6) + 20 = 29
Confirm?: 1d20 + 11 ⇒ (19) + 11 = 30damage (x3): 2d8 + 20 ⇒ (3, 3) + 20 = 26
Rapid Shot: 1d20 + 11 ⇒ (17) + 11 = 28damage: 1d8 + 10 ⇒ (2) + 10 = 12

Her next set of arrows take the fey in the eyes and throat.
"Right. Much better. Chop that tree down and throw it in the tent if it's still causing trouble. We've got other things to attend to, like that maze."


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Halmier places an Evil Eye hex on the Treant.

-2 to attack rolls for 8 rounds, unless it passes Will DC 18. Then it's only 1 round.


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

Swing 1: 1d20 + 14 ⇒ (2) + 14 = 16
Swing 2: 1d20 + 9 ⇒ (2) + 9 = 11

Realing from the previous attack both swings do not make contact

seriously... two 2s....

-Posted with Wayfinder


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

[i]I pull out my wand again, feeling the strain of casting so much so quickly. I aim and fire at the Stalker[\i]

AAW ranged touch: 1d20 + 6 ⇒ (20) + 6 = 26
AAW first round: 2d4 ⇒ (2, 1) = 3
AAW Second Round: 2d4 ⇒ (4, 1) = 5


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

Harbaestus explorers the positioning dance, slowly attracting the treant to a better position for the dwarf. He five-foot-steps (SW, this time) and again dishes his powerful attacks against the fey, spending his blessing of strength.

Attack: 1d20 + 17 ⇒ (2) + 17 = 19 Power attack, favored enemy
Damage: 2d6 + 17 ⇒ (2, 2) + 17 = 21 Power attack, favored enemy

Attack: 1d20 + 12 ⇒ (16) + 12 = 28 Power attack, favored enemy
Damage: 2d6 + 17 ⇒ (2, 4) + 17 = 23 Power attack, favored enemy

Blessings used: 2/6


Inner Sanctum

The Grimstalker is destroyed.. Once this happens the tree takes root again and becomes a normal tree.. Out of combat..

The Grimstalker had a +1 large battleaxe..


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Halmier steps over to Harb and Wreck and applies his wand.

Cure Moderate Wounds

2d8 + 3 ⇒ (6, 1) + 3 = 10
2d8 + 3 ⇒ (1, 8) + 3 = 12
2d8 + 3 ⇒ (5, 5) + 3 = 13

Cured Wreck

2d8 + 3 ⇒ (6, 5) + 3 = 14
2d8 + 3 ⇒ (7, 8) + 3 = 18
2d8 + 3 ⇒ (6, 8) + 3 = 17

Cured Harb

Halmier turns and looks toward the blazing tent.

"That might catch the Cold Rider's attention. Should we stick around to see what's left of the inside, or keep looking for him?"


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

"More to see i think. "


Inner Sanctum

Some healing is done.. WHere to next?


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

I believe we should look inside. Who knows, maybe he's even there. - says Harbaestus, smiling to Hal.


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

"I agree with looking inside quickly, then the ice rink, then the maze. We have to move quickly to save as many people as possible."


Inner Sanctum

You guys peek into whats left of the tent, which is still burning btw, and you see carnage.. Dozens of townsfolk had been killed by the machines and several more burnt to death.. The machine are now out of order though..

Remember the ale tent as well..


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

I put a hand on Harb's shoulder

"What about the ale tent next my bearded friend? Maybe you can get some free drink?"


Male Vine Leshy Druid (Treesinger) 3 / Hierophant 1

Heh heh yarrright dear. That should be tha next!


Inner Sanctum

You guys make your way back to the ale tent.. The aren't many actual people left now, just alot of tree's where there were none before. There are still afew people still alive though..

1d20 ⇒ 9

Make perc checks..

Does anyone have see invis active?


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

I scan the area intently, knowing something may just jump out and try to bite us.
Perception: 1d20 + 8 ⇒ (17) + 8 = 25


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

i don't think even a straight 20 will help, especially with no modifier :P

"What should we do? How do we save the rest?"


Inner Sanctum

Im not sure what spells people have access to so I was waiting for everyone to respond before I pushed forwards..


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

I will also use Detect Magic while scanning the area


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

Halmier looks on at the surviving people. He tries to remember what it was like when he felt he could save every injured soul he met.

"So much death, and for what purpose? How the town lasted for so long next to such hatred, I may never know..."

With a sigh, Halmier sets his jaw and focuses on the rest of the scene in front of him.

"I don't like these trees."

I would say Halmier is also suspicious enough to walk around with Detect Magic. I don't think my Deathwatch can see through invisibility though.

Halmier drags his arms through the air in front of himself, and murmurs to himself.

Perception: 1d20 + 9 ⇒ (13) + 9 = 22


Inner Sanctum

Not doing map for this one..

1d5 ⇒ 4

A small arrow becomes visible as it fires at Harb.. Yall can tell the area it came from but not the square..

Attack: 1d20 ⇒ 5 but it misses him..

None of yalls percs are high to find this thing.. You can take a shot in the dark at 1d4 squares.. If you roll 1, roll to hit and 50% miss chance..


Male Orc VITALS: AC: 20, T: 11, FF: 19; HP: 12/12; F:4, R:1, W:-2;CMB +7; CMD 18; Init: +1 ; Perc:+3 Weapon Master 1 SKILLS: Acrobatics -13 (-17 to jump), Craft (weapons) +2, Knowledge (religion) -1, Perception +3 (+5 on sight based checks), Profession (teacher) +2

1d4 ⇒ 3
Wreck begins to swing at the air
"Lousy trick!" he calls out


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

shot in the dark: 1d4 ⇒ 3


HP 11/11| AC 12| T 10| FF 11| CMD 16 (20 v Trip)| Fort +4 | Ref +2 | Will +2 (+2 v death)| Init +1 | Perc +0 | Senses darkvision 60 | Speed 50 | Immune: | Conditional: +2 vs death

Not even +20 perception?
1d20 + 20 ⇒ (9) + 20 = 29
1d4 ⇒ 3
Daphne looks around, as the arrows come by, then leans back and calls upon the wind, it responds leaping to form a cylinder around her friends.

cast wind wall. I get 70' of length, and it's 35' high. Shape it like a curved U with it's opening towards the north and then a sharp turn to get to the area the rest of us are in. There should be enough to have the 'door' portion not point at any of the group. (back towards the modern wonders tent based on the carnival.pdf map link)

"Bring forth your master, fey, we have no time for games."


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

could I just unload 4 shots from my wand in quick succession to hopefully hit the fey?


Inner Sanctum

You can only use the wand once a round.. Dap it has a +36 stealth mod so no not even a +20 can get there..

A wall of wind pops up.. Not before Harb tries to attack..

1d4 ⇒ 4
Attack: 1d20 ⇒ 15
Miss: 1d100 ⇒ 36 He picks the right square but misses.. A small voice can be heard.. "Yikes!"

After a minute or so its obvious the invisible foe has fled..

Sry I know that was anticlimactic, but it said the dam thing flees if someone gets in melee with it..

To the ice maze?


crunch:
F Human Arcanist; HP 52/57 | AC 19 | T 14 | FF 16 | CMD 15 | Fort +7 | Ref +5 | Will +8 | Init +5 | Perc +8
active magicks:
Mage Armor +4 AC (7 Hours) Spells per day 1st 3/6 2nd 3/5 3rd 1/4 Arcane Reservoir 6/10 Consume Spells 1/1

I turn and look off at the ice rink area then beyond to the ice maze, sighing to myself.

"this was supposed to be a fun down time but it always turns out like the rest, I wish I had enough fire in me to burn this hole fey infested place to the ground but I don't today.

I pull out the map that we picked up on the way in, studying it intently, I point to the north

I can just imagine the slaughter that is going on at the ice carving contest, we have to move more quickly


HP 11/11| AC 12| T 10| FF 11| CMD 16 (20 v Trip)| Fort +4 | Ref +2 | Will +2 (+2 v death)| Init +1 | Perc +0 | Senses darkvision 60 | Speed 50 | Immune: | Conditional: +2 vs death

Daphne sweeps her gaze over the trees once more Detect magic?, then turns north as Danika speaks.

"Let's hope they're still carving ice. After the eating contest I have my doubts. Proceed."


M Half-Elf Shaman 7 (Life Spirit) HP 60/60 | AC 20 | T 13 | FF 18 | CMD 17 | Fort +5 | Ref +7 | Will +12 | +2 from Hex Nail (2) | Init +2 | Perc +9
Active Effects:
Low-light Vision, Constant Deathwatch, Life Link Hex

"The nymph said something about breaking an ice crystal, right? I wonder if there will be anything there..."

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