Giantslayer

Game Master Haldhin

A PBP of the Giantslayer AP


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Grok restrains Skreed, allowing Racket to do the questioning.


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

"You guys gonna waterboard him with swamp water? That's gross."


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Zavier not happy with city being attacked. And doing funny things with waters and you searching for things Zavier does not know. You don't want to keep Zavier Not Happy! Tell!

Zavier flexes into Initmidating Prowess
Intimidate: 1d20 + 5 + 4 ⇒ (12) + 5 + 4 = 21

Current Status
9/31 HP
2/4 Flex
Intimidating Prowess Flex Active


Male Half-Orc Oracle 3 |HP 19/22|AC:15/15FF/10T|Init+4|Fort:+2/Ref:+2/Will:+6|Perception:+6

Katrezra uses the last of his power to heal Zavier, hoping that the danger has passed. I am sorry I was not able to get to you quicker, Zavier. This damnable leg...

Cure Light Wounds: 1d8 + 3 ⇒ (2) + 3 = 5


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Is good Katrezra. I should get some cords and strap you to my back and carry you around like Grok does for Big Racket. Hah!


I don't think I gave you the room description, so here it is:
Ledges and stairs are carved into the stone walls of this wide-open, high-ceilinged natural cavern. Embedded in a fifteen-foot-tall spire of centuries-old bones stands the skeleton of a massive armored warrior. Though its flesh has long since rotted off its frame, the skeleton still stands proud and regal amid the trappings of battle and mounds of gleaming treasure. The skeleton’s battered halfplate and scarred helmet hint at its many battles, and the warlord’s hands are clenched around a massive stone hammer. Beneath the helmet, a thick, round rock has been embedded in one of the skeleton’s otherwise empty eye sockets.

-----
Note found on Skreed:
Get me Uskroth's hammer and rock. I want everything else too, but I have to have the hammer and the rock. I think it looks like the one I already have and showed you. I have to have both rocks to know the way to the giantkiller's tomb, so make sure you get the right one. Bring everything back to the fort.

-Grenseldek, Glorious Queen of the Twisted Hearts
-----

Skreed watches you with sullen disgust. But Racket's mention of swamp water, and Zavier's forceful interrogation cause a slow change to creep across his face. His shoulders slump and he lets out a low breath before speaking.

"I might as well tell you. I'm working for a giant chieftan, calls herself a queen. She sent me down here to gather the treasure from this tomb and bring it back to her."

He nods toward the giant skeleton standing in the center of the room.

"See that bloke? That was Uskroth, something of a legend among the giants. Led a band of orcs and giants called the Twisted Hearts. Well, another giant has decided to create another Twisted Hearts tribe, and she wants this treasure to help get more orcs, ogres, giants, and whoever else she can bribe."

"The hammer is up there." he says gesturing toward the skeleton again.

"I was looking for the rock, some kind of geode or something. That's what she had at the fort."

I'm compiling treasure for you and will post details in the OOC thread. One unusual item you noticed was a locket around Skreed's neck. It has a lock of brown hair inside.

DM:

1d20 ⇒ 7


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Racket sneers at Katreza's jovial nature about his size, but says nothing.

"A queen, you say? And who is this queen? Is she an orc as well?"

Racket checks around for traps, then climbs up the skeleton and strips it of all valuables, quickly and efficiently.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
climb: 1d20 + 7 ⇒ (8) + 7 = 15


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Rock? Like the one in his eye? Why are you searching for it on ground? Zavier says confused. Is right there. Look! Eye!


Male Half-Orc Oracle 3 |HP 19/22|AC:15/15FF/10T|Init+4|Fort:+2/Ref:+2/Will:+6|Perception:+6

Why is this... "Queen" trying to gather these creatures? Katrezra asks, more than a little shaken at the implication of what was just revealed by the half-orc.


"The queen is called Grenseldek. She is an unusually smart and vicious hill giant from the mountains to the north. And why do you think she gathers the tribe? She wants to use them to conquer more land, enslave those not of her tribe, and gather more monsters to her side."

Hearing Zavier's question, Skreed's face betrays his thoughts - he stares upward as Racket pulls the stone from the skeleton's eye socket. The dark husk of the stone turns over in Racket's hands to reveal an intricate geode of violet and emerald crystals. Skreed slowly shakes his head, a small rueful smile breaks on his face as he closes his eyes.

Knowledge (geography, local) DC 20:
The crystals appear to be an exact topographical map of the Mindspin Mountains.

Racket, other other then generic treasure, you notice the hammer and the armor are both in excellent condition. They must be special to have survived inside this musty tomb without any evidence of rust or deterioration.


Grok looks around to the rest of the group, checking to see if they are satisfied with the results of the interrogation.

"What do we do with him now? We can't let him free to wreak more havoc."

Sorry for the delay, I've been lurking but not too able to post


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Zavier thinks we should take hammer and rock and then take them all back to people in town. Then we should go find this giant lady. Zavier doesn't care what happens to this one. Zavier has already beaten him! Hah!


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

"He's useless. I say put him out of his misery. What do you think, orc? Do you want to live in defeat, or be finished off?" Racket sneers at him a bit. You can tell that Racket has long ago decided that orcs of wild tribes such as these are not worth keeping around.


Grok waits for the orc, and Katrezra's, replies before acting.


He's actually a half-orc

Skreed gives a hollow laugh, "What does it matter now? I'll either die now, or die later. But my death won't stop what's coming. You'll have more orcs. And more giants. Trunau will burn, and everyone inside its walls will have their heads smashed open and their limbs torn off. Unless..."

He looks around at all of you, "Grenseldek is mad, but it won't take her long to learn of my failure. Next time, she won't try to use subtlety, she'll just raise the tribe and send it's full force against Trunau. The city will be razed to the ground, and the people... the lucky ones will become slaves. And if I somehow survive long enough to see that..." he shudders involuntarily.

"I've seen what she does to those who displease her. Being eaten alive does not seem like a pleasant experience." he shakes his head.

"So how about this? You let me live, take me prisoner or whatever you want to call it. I'll lead you to the abandoned fort where her tribe is based - I know a way in, a secret way I discovered. Kept it to myself in case I needed to get out in a hurry. But I'll show you, take you there myself. I'll get you close enough that you can take her out. If she dies, her tribe will tear itself apart, and Trunau is safe for another generation. But mark my words, Grenseldek's death is the only way to prevent Trunau's destruction."

"What do you say?


"I SEE NO THREAT IN THIS."

Grok then looks around to the others for agreement. Still holding the half orc tightly.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Sound good to Zavier. Maybe rest a bit before we head out? the big human yawns Is been long day.


Male Half-Orc Oracle 3 |HP 19/22|AC:15/15FF/10T|Init+4|Fort:+2/Ref:+2/Will:+6|Perception:+6

Much as I am loathe to let this fiend live on... Katrezra mumbles to himself, unsure of what he would have done anyway, given the choice. We need to set up a watch on him if we are going to rest, make sure he doesn't run off and tell his infernal mistress.


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

"Fine. But when he betrays us, it's on you dummies." Racket grumbles.


After Skreed's surrender, the days blur together in a chaotic blend of meetings, feasts, and celebrations. The feasts and celebrations are all held in your honor - at each one, tales are told of your heroism and willingness to put the welfare of Trunau and its people ahead of your own.

The meetings, however, are another story. Many of them are more akin to formal debriefings where guards go through notes and information with you, trying to tie up loose ends, or discover new connections.

What you do know is this:
The orc shaman you released kept his word. Soon after the final assault on Trunau (the diversion for Skreed to break into the tomb), more than half of the orcs retreated toward the north. This left the remaining orcs in the midst of an assault against the walls of Trunau without any backup or relief force. The defenders were able to hold the walls, causing the orcs to flee in all directions. The attackers, almost literally, scattered to the winds.

The guards and the council were not happy with the deal between you and Skreed, but they have agreed to honor it.

-----

Three days after you defeated Skreed, you get an invitation to a meeting of the Trunau Council. Upon arrival, you are ushered inside and seated at the far end of a massive table. You recognize many of those seated around you, the leaders of Trunau.

Halgra, the current Mayor of Trunau, rises. "Greetings heroes, please allow me to formally thank you all for the services you have provided to our fair city. I think honesty demands that we note without your efforts, Trunau would most likely be a burnt out ruin, with her citizens either enslaved or dead."

"We have invited you here today to offer our support in your upcoming journey. We understand it is your intent to take the fight to this hill giant queen, and we want to help. To that end, we have commissioned a river barge who can deliver you to the castle in a week. Overland, the same journey would take two or three weeks."

"We have also commissioned an introduction letter. It is to be delivered to a woman in Vigil. She maintains a large inventory of weapons and equipment, and you may be able to find something useful there.

"What do you say, do you accept our offer of assistance?"


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Hah! Zavier should be paying you for such strong challenges. Zavier begins to bore with puny orcs. I will wrestle giants for free!


Grok nods in approval.

"THANK YOU."


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

"Oh goodie, we get to go put our a$$es on the line for all of you against a bunch of giants, and we get.... a barge. Exciting." Racket states, sarcastically as always. Grok likely politely but firmly smacks him for being rude.


Halgra nods in thanks as you all agree to pursue Grenseldek and her tribe, but when Racket speaks, a curious change overcomes her. She actually chuckles while shaking her head. ”No, Racket, we are not fools, and we are not ungrateful to those who saved our town. Silvermane?”

An ancient elf to Halgra’s right stands up from the table. His white hair and beard denote his advanced age, and his eyes are covered by a piece of white cloth. Despite his age, he seems to be in good health, standing straight with broad shoulders, skin tanned from the sun. Showing no signs of blindness, he turns to face your group, and speaks in a slow voice, ”Long ago, I was a member of The Circle of Thorns, a sect of druids who lived in a lush forest north of the River Esk called Greybark Woods. In those days, it was a feral land, full of wildlife and hazardous foliage, but also rich in natural resources such as old timber and rare herbs. It was far enough away from cities that we felt compelled to protect it, hoping it might thrive without outside interference. In time, we were assaulted by a horde of orcs and giants. They were not related to the group that attacked Trunau, but their goal was the same – destruction and subjugation.”

”While we had experience dealing with small groups of marauders, the numbers in this army had us at a disadvantage. As part of our strategy, we created a redoubt where we could safely retreat, heal our wounded, and continue the war against the invaders. We called this place the Den of Thorns. It proved to be a valuable asset in our fight, but its existence was eventually discovered. Several of us were tasked to create a distraction while the rest of the Circle sacrificed themselves to protect the Den and its secrets. The army was defeated, but the Circle was shattered, and those of us who survived drifted away to search for new lands to call home.”

”Since then, the Esk has risen to its current height, flooding most of the forest. The area formerly called Greybark is now known as Ghostlight Marsh. Much of the area is underwater, with small islands breaking up the stagnant marsh. Much of the wildlife has fled, and the resources that once grew there have all but disappeared through centuries of rot and decay. The Circle I knew no longer exists, and the only sentient creatures who live there are those who are unwilling, or unfit, to exist within normal society.”

”But despite those changes, I know the Den of Thorns still exists. When we created it, we placed it outside this plane of existence. It exists somewhere between this world and the next, a realm of perpetual sunlight where plants and animals live in harmony. Somewhere in the swamp, there is a collection of monoliths. In the center of these monoliths is a door that no weather can erode, and that animal or plant can touch. This door leads to many places, but for those who have the key…”

He raises his hand and sets a small silver lantern on the table. ”… the doorway can be opened to the Den of Thorns. You see, the Den was not only our castle, it was the center of our power. While we rested from battle, we also had member creating new weapons we could use against our enemies. Based on what I knew when I left, and what I know today, I believe some of those weapons may still be found within the Den of Thorns. Weapons, I emphasize, designed specifically to kill orcs and giants. Although maps would be useless after so much time, I can place your feet upon the path.”

Halgra speaks up with a wide smile, ”So Racket, you get a barge… and a secret hoard of magical weapons. Sound better?”

Questions for either Halgra or Silvermane?


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Hah. I like all of this. Zavier wishes to start journey now. Get Giant Killer weapons!


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Racket smiles devilishly. "Now, that's more like it! Sounds like my kinda deal!" He uncharacteristically bows to both Halgra and Silvermane, then says "Let's get moving!"


Silvermane nods and gestures to the lamp. "Insert a will-o-wisp into the lantern. The light will show you the way toward the Den of Thorns."

"When you sail up the River Esk, look for a small stone by the shore. The mark of Erastil lies upon it. Head north from that marker nearly a day and you should find the Ring of Stones. The light of the lantern must fall there to reveal the door."

Without much more to discuss, the Council bids you farewell.

-----

The trail north from Trunau is wide and easy to follow. Nearly half a day of riding ends with you at the long cargo docks on the Kestrel River. Moored at the docks is one of the most ungainly vessels you have ever seen – the Chelish Devil. A single mast rises high above banks of oars. The fore- and aftcastles hang precariously over the sides of the ship. You also find it odd that neither of the structures seem to match with the rest of the ship – the wood is different, the construction styles are different, and they appear to be attached simply through a massive quantity of screws and nails.

Despite your misgivings, the captain – Raag Bloodtusk – quickly welcomes you aboard and hustles you into a wide room full of hammocks. A former gladiator, the half-orc is covered in old scars, but it’s clear he still retains much of his vitality and strength. Indeed, the fact that he possesses water rights in Lastwall AND Belkzen speaks to his toughness.

Raag explains that the trip upriver will be relatively easy, taking you all the way to the city of Vigil for a short stop for supplies and trade. After finishing his business there, Raag will take the ship back upstream to Ghostlight Marsh. Once there, he will anchor and wait for a week before pulling out. Based on the distances Silvermane described, a week should be plenty of time to find the Den of Thorns and recover the weapons.

Skreed is placed in shackles and moved to the ship’s brig. He is disappointed to learn that the cell next to his is inhabited by a particularly fragrant girallon. After leaving Skreed in his new lodgings, Raag confides to you that in addition to its naturally offensive odor, the drugs used to keep the girallon docile unfortunately cause it to suffer from unbelievably bad gas.

It takes several days to reach Vigil, and before you know it, the ship is once again on the water headed north toward Ghostlight Marsh. Travel is slow going against the current, but the crew of the Chelish Devil manage to make steady progress toward your destination. Three days after leaving the city, one of the lookouts calls down to Raag – he has spotted the sigil rock that marks your point of entry into the swamp. Raag brings the barge close to shore and orders his crew to anchor her in for an extended stay. He promises to watch after Skreed while you’re gone, then reminds you to say a prayer to Gorum should you find yourself in battle.

Learning more about Ghostlight Marsh
Knowledge (local, geography, nature):

DC 10::
Ghostlight Marsh is a vast tract of swampland along the shores of the River Esk. The current border between the Hold of Belkzen and Lastwall runs through the swamp. Both orcs and humans avoid the marsh due to countless tales of strange, floating lights.

DC 15::
Lastwall’s northern border with Belkzen has been pushed back multiple times over the centuries. When the second of these borders, Harchist’s Blockade, was overrun by the orcs, some stood resolute, seeing themselves as protectors of the land. The Council of Thorns, a militant druid circle who despised the orcs’ defilement of the land the creatures conquered, attempted to stand their ground.

DC 20::
The will-o’-wisps of Ghostlight Marsh are actually the reincarnated druids of the Council of Thorns, who still remember their former lives.

Let me know how you want to proceed.


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Kn.local: 1d20 + 6 ⇒ (18) + 6 = 24

Racket knows all there is to know about Ghostlight Marsh, and quickly explains all of it to his friends. Feel free to open all three spoilers.

"The floating lights are will-o-wisps, which I've heard are thought to be ghosts of the old Council of Thorns. I don't buy that... will-o-wisps are just little glowy gas creatures. But you can stab 'em just fine."


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Either way, as long as they lead to many magical weapons, they are fine by Zavier! Come little balls. Lead the way to much orc and giant killing!


As you move north from the riverbank marker, Ghostlight Marsh reveals itself to be comprised of slow-moving streams, pools of stagnant water, and scattered hummocks of mud and waterlogged reeds. On average, the water is 4 feet deep with a thick mud covering the bottom that tugs at your boots as you wade through.

On a slightly higher hill about 50 feet ahead of you, a small fire comes into view. A small creature hunches over the fire, rapidly rocking back and forth.

Perception DC 20:
The creature appears to be a dwarf.


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Percep: 1d20 + 8 ⇒ (17) + 8 = 25 "Dwarf up there, looks to be rocking back and forth. Might be crazy." Racket says, matter-of-factly.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Then let us go talk! HO DWARF!


The dwarf spins around, searching for the noise. She rises, but crouches, and kind of shuffles towards you carrying a silver war axe. Her hair is matted and tangled, and her clothes are filthy. It also appears that she has not bathed in at least a week, possibly longer.

In a hoarse voice, she calls out while gesturing with the axe, "Umlo?! Is that you? Is that you, Umlo? Who are these people with you? Did you come find me? Where's the witch? Come out, Umlo, let me see you!!"

Sense Motive DC 15:
The dwarf is definitely suffering from some kind of mental impairment.

Sense Motive DC 25:
Whatever is affecting her is definitely magical in nature, this is not a natural affliction.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Sm: 1d20 + 5 ⇒ (4) + 5 = 9


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Sense motive: 1d20 - 1 ⇒ (12) - 1 = 11 Racket has no idea what she's talking about. "I think we should take her down..." he whispers to Grok.


Male Half-Orc Oracle 3 |HP 19/22|AC:15/15FF/10T|Init+4|Fort:+2/Ref:+2/Will:+6|Perception:+6

If possible, I think we should attempt to subdue her rather than kill her. We don't know what she may mean to the druids, and I would rather not kill someone he appears to be so... odd, Katrezra mumbles to Racket as Racket whispers to Grok.

Sense Motive: 1d20 + 2 ⇒ (2) + 2 = 4


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Subdue? Hah this is something Zavier does!

Zavier moves ahead a little and readies an act to grapple.

Grapple: 1d20 + 11 ⇒ (15) + 11 = 26


As the half-mad dwarf approaches, Zavier leaps forward and gets her into a restraining hold. The stench is nearly enough to overwhelm everyone within 20 feet of her, and it's clear she has not bothered to provide even the most basic care for herself.

She begin screaming maniacally, spitting and cursing at Katrezra, cursing all orc-kind to the Abyss for crimes against her family.

Despite her best efforts, she is unable to break free of Zavier's grapple.

She has a hand axe sheathed against the small of her back, and a small pouch. Since she is grappled, these items may be taken from her and examined if desired.

DM:

1d20 ⇒ 3
1d20 ⇒ 13
1d20 ⇒ 15


Male wayang Unchained Rogue 2/Alchemist 2 [Mutagen effects] | hp 27/27 | AC 18 [22] 22 [26], T 15 [19], FF 14 | F/R/W +4/ +11 [+13]/ -1 | Percept. +8, Acro +11, Climb +9, Stealth +17

Racket mumbles something like "Subdue, shmubdue, I wanna stab something..." but then grabs the items from her and looks them over.


Brawler (Beast Wrestler)/17 | HP 193/193| AC 22 T 16 FF 19 | F 17 R 16 W 13 | Per +21 | Init +8 | MaFe 11/11| KO 3/3 DC 26 | Combat Stamina 20/20

Maintain Grapple and pin: 1d20 + 11 + 5 ⇒ (13) + 11 + 5 = 29

After the mad dwarf is restrained Zavier tries to pin and restrain her.

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