Grymp's Way of the Wicked Campaign (Inactive)

Game Master Zahir ibn Mahmoud ibn Jothan

Cardinal Adrastus Thorn * Thiadora * Grumplejack * Silken veil * Talingarde * Lower Caverns * Main Levels

Party Loot Spreadsheet

no combat:

Combat!!

Round: 1

Malleck: UP!!
Xeram: UP!!
Meinhard:
Aleksand:
Gertrart:
Donnagin:
Mordecai:

Summary of Important Posts:
I wanted to take a quick timeout to link back to a couple important posts that have info in them that you are still working on.

First are the three large posts that describe the vast majority of the Horn

Lower Caverns

Levels 1 and 2

Much of level 3

Next is Cardinal Thorn’s post where he described the mission, which is essentially to get the Tears of Achlys from Vetra-Kali.

And then you had info on the ritual and the rebuilding of the alchemical golem.

The Ritual

The alchemical golem

Also recall the oozes that you were going to get back to.

You've still missed some rooms on level 3, although I think you've covered levels 1 and 2.


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Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Listed second level Perception and Knowledge checks:
2.4: 1d20 + 1 ⇒ (15) + 1 = 16
2.7: 1d20 + 1 ⇒ (8) + 1 = 9
2.9, Kn Arcana: 1d20 + 11 ⇒ (19) + 11 = 30
2.9, Kn Planes: 1d20 + 7 ⇒ (4) + 7 = 11

Updated the possible security enhancement for level 2. There is room between levels 1 and 2 for just over 100 guards/units so far.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Second Level Listed Perception checks:
2.4: 1d20 + 7 ⇒ (20) + 7 = 27
2.7: 1d20 + 7 ⇒ (15) + 7 = 22
2.20: 1d20 + 7 ⇒ (3) + 7 = 10
Kn (arcana), Kn (planes)
2.9: 1d20 + 5 ⇒ (11) + 5 = 16
2.9: 1d20 + 1d6 + 5 ⇒ (17) + (2) + 5 = 24

Gertart prepares to explore the Master of Acolyte's room. (2-12)


Roll20 Maps Loot

Who is coming with Gertrart to room 2-12? Is it the assumption that you guys did all initial exploration together, so that what we're about to do is the first time the whole group came to 2-12?


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Taeral is with Gertrart. He has detect magic at-will, so Taeral will be casting it in each room as the search the levels.

Also saw I missed a perception check for 2-20, thanks Gertrart.

Perception, 2-20: 1d20 + 1 ⇒ (17) + 1 = 18


Roll20 Maps Loot

On the subject of 2-20, once folks notice some oddness, here, I imagine taking 20 would happen. Which would only give Taeral a 21, hahaha, but others might hit the 30 to get the next level.


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

1.7: 1d20 + 10 ⇒ (8) + 10 = 18
1.13: 1d20 + 10 ⇒ (10) + 10 = 20
1.21: 1d20 + 10 ⇒ (11) + 10 = 21
1.27: 1d20 + 10 ⇒ (15) + 10 = 25

Mordecai casts detect magic on the minotaur, to see if there's some magic holding it in its current state.

Then, he is ready to follow Gertart to Master of Acolytes room.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Xeram calmly follows.


Roll20 Maps Loot

Mordecai- the Minotaur himself is not magical, but the whole room has a faint aura of transmutation. Roughly speaking, you believe that any stores (foodstuffs, dead minotaurs, etc. will remain unspoiled for a very long time in this room)


Roll20 Maps Loot

Ok, room 2-12.

This room clearly used to contain finery and furnishings, all of which are destroyed or stolen. There is a sizable hole now in the western wall, through which aggressive greenery has started invading the room. The hole is well large enough for intruders to sneak in, and apparently some have.

Initiative:

Mordecai: 1d20 - 1 ⇒ (16) - 1 = 15
Gertrart: 1d20 - 1 ⇒ (15) - 1 = 14
Malleck: 1d20 + 1 ⇒ (17) + 1 = 18
Taeral: 1d20 + 4 ⇒ (12) + 4 = 16
Xeram: 1d20 + 2 ⇒ (4) + 2 = 6
Oozes: 1d20 - 5 ⇒ (10) - 5 = 5

There are two medium sized oozes here.

Knowledge(dunegoneering) anyone?

DC 16:
These are Verdurous Oozes.

Depending on your rolls, ask me what you want to know about them.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Kn (dun): 1d20 + 8 + 1d6 ⇒ (4) + 8 + (4) = 16
"Can we use them these verdurous oozes to defend the pit traps or maybe that narrow tunnel for the chimney?" the rogue wonders.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

We sure can, a delightful if not disgusting, trap for do-gooders.


Roll20 Maps Loot

If you leave them here, well, they will be here. If you kill them and patch the walls, then there will be defense benefits. Moving them doesn't seem a trivial endeavor.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Well then I am guessing we are going to kill these ooze. I will post more when I get back to a real computer.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Kn Dunegoneering: 1d20 + 7 ⇒ (4) + 7 = 11

"I have never heard of a verdurous oozes, Gertrart, and know nothing about them." Taeral says with some hesitation, "but recall oozes in general are best dealt with by using vials of alkalies and hammers, so as to squish them."

"All I have is a sap, so I will stand back here," he says as he steps back a couple of paces.


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

"I know they're icky. Do you think fire works on them?"


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

"I can only guess on fire, but if this blade works probably not."
Gertart slices at the nearest ooze. falchion: 1d20 + 6 ⇒ (3) + 6 = 9,
dmg: 2d4 + 4 ⇒ (2, 1) + 4 = 7 plus snk atk?: 4d6 ⇒ (2, 5, 1, 5) = 13


Roll20 Maps Loot

Gertrart's attack hits, but it does no damage to the creature.

Additionally, the greenery on the floor around Gertrart begins writhing around, and he is in danger of being entangled by them.

Reflex: 1d20 + 3 ⇒ (18) + 3 = 21 Save

Luckily he manages to slip free and not be caught.

Malleck moves up and swings his katana.

Katana: 1d20 + 11 ⇒ (2) + 11 = 13
DMG: 1d8 + 5 ⇒ (8) + 5 = 13

The ooze that he struck splits in half as the blade slices through it. The two half-oozes appear to each have half of the hit points of a full ooze, but still, no damage was done to the ooze by Malleck's attack.

There are now three oozes in the room.

Reflex: 1d20 + 8 ⇒ (15) + 8 = 23 Save

Malleck avoids being entangled. "Does anyone have a crushing weapon, or we can leave and come back with some" Malleck asks?

Oh, and let's see, both Gertrart and Malleck's weapons struck the oozes:

Gertrart Reflex: 1d20 + 3 ⇒ (19) + 3 = 22 Save
Acid DMG: 1d6 ⇒ 2

Malleck Reflex: 1d20 + 8 ⇒ (17) + 8 = 25 Save
Acid DMG: 1d6 ⇒ 2

I don't want you guys to underestimate this encounter, so I will tick off things you have learned so far:


  • Their AC is lower than 9 (it's a 5, standard ooze AC)
  • The area around them (15' radius, so this entire room) is effectively under an entangle effect.
  • 7 points of slicing damage was ineffective.
  • 13 points of slicing damage did no damage, but split the ooze in half
  • Metal weapons that hit the ooze require a DC 21 reflex save to avoid 1d6 of acid damage
  • They have several other nasty abilities that we will see in a moment.

For now, since Gertrart and Malleck have attacked, I will assume that only they have entered the room, and the rest are in the previous room.

GM:

Ooze 1 - 94
Ooze 2.1 - 47
ooze 2.2 - 47


Roll20 Maps Loot

Ok, so I took control of Malleck, since he's a bit afk getting marriage stuff handled.

Still awaiting actions from 3 of you.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

"AhHa!" the assassin exclaims. "We can cut them up for easier transport."


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Xeram takes a peek around the door, where he sees his two comrades of evil attack an ooze.

Aha, they exist here as well. Terrific creatures when well hidden.

"Assuming it can be handled, and i mean held, properly to avoid any acidic burns ourselves while loading it in."

He turns his head to the others down.
"They are having fun cutting up an ooze.
What would be the general consent, kill them in favor of Malleck's, or cut and transport for our own uses as Gertrart suggests?"


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

"I am not going to be of much help in this situation. I suggest we learn a bit about these ooze and come back when we are prepared for them. Your weapons are splitting them up, but the ooze does not seems to be affected in any other way. And look how the plants are reacting to your attacks."

Taeral steps out of the room and can casts heroism on Malleck.


Roll20 Maps Loot

Mordecai?


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

"Can't I just burn them a bit? Just for fun? I haven't burned anything in a while..."

And without really waiting for an answer, Mordecai casts Burning Hands, trying to cover as much ooze as possible with as little Malleck and Gertart as possible.

Burning hands : 5d4 ⇒ (4, 3, 3, 3, 4) = 17 Ref save DC 16 for half damage


Roll20 Maps Loot

The oozes are entirely unphased by the fire.


Roll20 Maps Loot


  • Their AC is lower than 9 (it's a 5, standard ooze AC)
  • The area around them (15' radius, so this entire room) is effectively under an entangle effect.
  • 7 points of slicing damage was ineffective.
  • 13 points of slicing damage did no damage, but split the ooze in half
  • Metal weapons that hit the ooze require a DC 21 reflex save to avoid 1d6 of acid damage
  • Immune to fire
  • They have several other nasty abilities that we will see in a moment.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Ranged touch: 1d20 + 5 ⇒ (18) + 5 = 23Electric arrow Jolt: 1d3 ⇒ 2


Roll20 Maps Loot

Xeram gets first blood! (First ichor?)

Xeram, which one did you hit? 1, 2.1, or 2.2?

Ok everyone, please make a Will save, DC 21, or fall asleep. As strange as it sounds, this save is vs poison. So immunity to poison, or bonuses to poison saves do count.

I will roll for Malleck:

Malleck Will: 1d20 + 10 ⇒ (3) + 10 = 13 Fail

Malleck falls to the ground, asleep.

The oozes attack, 2 against Gertrart, and one against Malleck.

Vs Gertrart:

Slam: 1d20 + 9 ⇒ (11) + 9 = 201d6 + 4 + 1d6 ⇒ (1) + 4 + (2) = 7
Slam: 1d20 + 9 ⇒ (12) + 9 = 211d6 + 4 + 1d6 ⇒ (2) + 4 + (6) = 12

Vs Malleck

Slam: 1d20 + 9 ⇒ (12) + 9 = 211d6 + 4 + 1d6 ⇒ (3) + 4 + (3) = 10

Malleck is grabbed automatically. The extra d6s are acid damage.

Grab vs Gertrart.

Grab: 1d20 + 13 ⇒ (9) + 13 = 22
Grab: 1d20 + 13 ⇒ (4) + 13 = 17

Ok, so both Gertrart and Malleck are grappled. Malleck is now awake.


Roll20 Maps Loot


  • Their AC is lower than 9 (it's a 5, standard ooze AC)
  • The area around them (15' radius, so this entire room) is effectively under an entangle effect.
  • 7 points of slicing damage was ineffective.
  • 13 points of slicing damage did no damage, but split the ooze in half
  • Metal weapons that hit the ooze require a DC 21 reflex save to avoid 1d6 of acid damage
  • Immune to fire
  • Slam attack, with acid, and grab
  • Some horrible sleep effect
  • Some undiscovered stuff.


Roll20 Maps Loot

Gertrart, make DC 21 reflex saves to keep your armor from taking that acid damage too.

Malleck was unconscious, so his armor will take the damage.

Ok, then, the party is now up!


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Woot! Taeral is immune to sleep. Well if nothing else, Taeral can close the door to this room and walk away if needed.


Roll20 Maps Loot

Unfortunately for Taeral the description states "This is a non- magical sleep effect.". Elf immunity is quite specific.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

"There is nothing I can do against those things. We should leave, regroup and think of a better plan." says from out in the hallway/courtyard (2-16).

"Maybe find a way to destroy those plants also."


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

The effect can reach the hallway, as I left the room on my turn?


Roll20 Maps Loot

Possibly not. It needs line of effect, but it has 30' radius, so it is your call.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

I will roll it anyway I guess... is this an aura or an action of the plants or ooze, or can we not tell?

Will: 1d20 + 5 ⇒ (18) + 5 = 23


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

I'll have damaged a smaller one, i'll take 2.1

Will: 1d20 + 7 ⇒ (18) + 7 = 25
"Pah....i will not have no blob of nukus get the better of my mind."

Ranged touch: 1d20 + 5 ⇒ (6) + 5 = 11Zap: 1d3 ⇒ 1

Xeram knows when to take distance, and so he does like Taeral.

I feel sorry for Malleck....both IC and OOC, as with the meager dmg we can do here won't be fast enough to fight oozes.
'Hey, i'm back and let's see what's....holy cow! :/, i got eaten by oozes.'

My repetoire is mainly fire, with exception of magic missile.
I'll probably pick up some ice of other energy type spells later on.


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

Will: 1d20 + 11 ⇒ (20) + 11 = 31

Mordecai sighs deep, he would have so much wanted to burn them. Instead he'll just have to resort to magic missiles.

Magic missile: 3d4 + 3 ⇒ (3, 2, 2) + 3 = 10 Targeting the one with most damage


Roll20 Maps Loot

It's an aura.

Awesome Will saves! You're now immune for 24 hours, as is Malleck.

Xeram appears to be doing full damage, as did the magic missile.

I'll say that 2.1 has Gertrart, and 2.2 has Malleck, and you've all been damaging 2.2 which now has 13 damage.

After reviewing rules on hardness and such, I believe I'm ruling hat Malleck's adamantine is immune.

If possible, maybe get folks free, and get out? Anyone have grease?

GM:

Ooze 1 - 94
Ooze 2.1 - 47
ooze 2.2 - 34


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

[ooc]No grease with Taeral. And yes hardness is amazing, depending on which side of the damage you are on.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Ack! I really need to work on that 13 AC!
Will: 1d20 + 2 ⇒ (5) + 2 = 7
Ack! I really need to work on that +2 Will save!
Reflex: 1d20 + 9 ⇒ (8) + 9 = 17
Ack! If I am asleep I don't get a Reflex?
26/45 hp


Roll20 Maps Loot

@Gertrart - on the plus side you're awake now, so take an action


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Grappled prone & weaponless right now. Yeah for plus sides! :)
Gertrat realizes the falchion is no good and, a moment later, that it is no longer in his hand. The only blunt weapons he has on him are Richter's spellbook and the Havelyn family bible. "Where did I put those anyway?" he thinks.

CMB: 1d20 + 6 ⇒ (13) + 6 = 19 to escape grapple... nice, but with grab, I am sure it is not enough :)


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75
Xeram wrote:


I feel sorry for Malleck....both IC and OOC, as with the meager dmg we can do here won't be fast enough to fight oozes.
'Hey, i'm back and let's see what's....holy cow! :/, i got eaten by oozes.'

Agreed. If it comes to one of us, please dinnae red balloon Malleck!

balloon:
hmmm... maybe this is a local term, but it is what we call characters that are just following the group when their player isn't present. Just bobbing along on a tether, and all of sudden, POP!


Roll20 Maps Loot

Malleck attempts to get free.

CMB: 1d20 + 10 ⇒ (8) + 10 = 18 Success!

In fact, Gertrart was also successful. Once he is free, Malleck then leaves the room.

Is it safe to assume Gertrart does so too? And someone slams the door shut?

As crazy as it seems for a creature with Grab, their CMD is only 14!


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Whew. Gertart stands up as defensively as possible. Then he steps out of the room as defensively as possible. Then he casts mage hand, (twice) as defensively as possible to collect his falchion & Malleck's sword.

"Yeah, I am totally going to use those buggers!" he says as Mordecai shuts the door. "Yeah, I totally just said totally.

Safe to assume G leaves. Is it also safe to assume going plot defensive is a narrative bonus to avoid AoOs :)


Roll20 Maps Loot

"plot defensive" I like the term, yes. I've no intention of killing PCs with a couple of stupid oozes. I'm not opposed to PC death, things were looking grim back at Ballentyne, for example, but a PC death should either be epic, or swift. Don't count on this rule as protection against doing stupid crap though!


Roll20 Maps Loot

I look forward to hearing the details of the ooze capturing plan!


Roll20 Maps Loot

Ok, some bookkeeping (unique word, by the way):

Did someone find the stuff in 1-7?

Gertrart got the journal in 1-13 right?

What's the status of 1-21?

1-27?

2-4?

2-7?

2-9?

2-20?

You guys don't need to throw out answers, but you can, if you want. I want to make sure we have "handled" all of the interesting rooms.

And then we'll move forward to 3-2 and 3-5 I guess, unless there are other things we want to do on levels 1 or 2.

Sent from my iPad


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Did someone find the stuff in 1-7? No, though as far as I know only two of us rolled checks.

Gertrart got the journal in 1-13 right? correct important info: Trask believed there to be something unusual about the south eastern pillar in the lower temple (room 1-27). He suspected it was hollow and had a secret door into it.
Trask had seen a priest (who thought no one was present) sit upon the throne (room 1-27) and mysteriously vanish. He didn’t know where the priest went but thought it very interesting.

What's the status of 1-21? Taeral & I failed the check here

1-27? Gertart found: At [throne's] base in small script is the nonsense word ‘Yah’ in Abyssal

2-4? Gertrart found a small scrap of half-legible paper written in abyssal. It reads:“Evacuate now...get to the throne...upper levels lost... stairs a deathtrap...only way out...Yah.”

2-7? Gertart found an extra stone head

2-9? Taeral discovered something.

2-20? Taeral found something.

We should go chat up that mumminotaur, if only for OOC's sake.
The note gives reason to take 20 on the pillar in 1-27 (I'll get a 27). After which I may try and activate the throne for vanishingness.


Roll20 Maps Loot

Hmm, ok. I'll roll for Malleck:

1-7

Perception: 1d20 + 5 ⇒ (16) + 5 = 21

1-21

Perception: 1d20 + 5 ⇒ (19) + 5 = 24

He succeeds, except he can't get the DC30 in 1-21. Can anyone?

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