Mines of Madness - D&D 5th Edition (Inactive)

Game Master wicked_raygun

A really fun adventure (For the DM, at least).
Mine Map
Mine Map 2


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- INACTIVE (finished campaign) -

Sorry, didn't realize I was up. How many skeletons are left?

Alton lets fly with another arrow at the skeleton he can get the cleanest shot at.

Shortbow, attack: 1d20 + 7 ⇒ (19) + 7 = 26
Shortbow, damage, critical: 2d6 + 6 ⇒ (1, 1) + 6 = 8


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

With two quick steps Vasayo is behind one of the skeletons, his shortsword drawn. Since his enemy is already defending itself from Vasayo's comrades, he can really concentrate on landing a blow to its weak spots.

Shortsword: 1d20 + 5 ⇒ (16) + 5 = 21
Damage (Piercing+Sneak Attack): 1d6 + 3 + 2d6 ⇒ (1) + 3 + (2, 2) = 8

Is it possible to sneak attack undead?


HP: 0/27 | AC: 18 | Init: +2 | Saves: Str: +4, Dex: +2, Con: +3, Int: +0, Wis: +4, Cha: +1 | Hit Dice Remaining: 2d10+1d8 | Passive Perception: 14 | Spell Save DC: 12 | Spell Slots: 1st: 2/2 | Action surge 1/rest

"Die already, again..."

War Hammer: 1d20 + 4 ⇒ (3) + 4 = 7
Damage: 1d8 + 2 ⇒ (6) + 2 = 8


HP: 0/27 | AC: 18 | Init: +2 | Saves: Str: +4, Dex: +2, Con: +3, Int: +0, Wis: +4, Cha: +1 | Hit Dice Remaining: 2d10+1d8 | Passive Perception: 14 | Spell Save DC: 12 | Spell Slots: 1st: 2/2 | Action surge 1/rest

...and the elf continues to shield his fellow cleric.

Protection :
When a creature you can see tacks a target other than you at is within five feet of you, you can use your reaction to moose disadvantage on the attack roll. You must wielding a shield.


HP: 24/24 | AC: 18 | Init: +0 | Saves: Str: +1, Dex: 0, Con: +2, Int: -1, Wis: +5, Cha: +3 | Hit Dice Remaining: 2d8 | Passive Perception: 13 | Spell Save DC: 13 | Spell Slots Remaining: 1st: 0/4, 2nd: 0/2

Is it the skeletons turn?


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

I guess you can go before them.

-Posted with Wayfinder


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Sorry, I haven't had a chance to get back to this game in a bit. Super busy lately.

With the loud skeleton gone, Vasayo and Alton finish mopping up the last two.

The Dwarf was carrying a diamond-tipped war pick worth 7,500gp. It deals damage as a normal war pick though. And in his head he carries a scrap of paper. In Dwarvish you identify that it is the deed to the mine.

More info on the room coming tonight when I get home.

-Posted with Wayfinder


Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>

"A deed! Now this is a find gentlemen. Though I'm a bit worried about whatever happened to this fellow..." Grith trails off, gesturing to the broken skeletal dwarf.
"I'll need a moment to study my spellbook, if you fellows don't mind."
Short rest to recover 2 1st-level spell slots, if that's cool with everyone.


HP: 0/27 | AC: 18 | Init: +2 | Saves: Str: +4, Dex: +2, Con: +3, Int: +0, Wis: +4, Cha: +1 | Hit Dice Remaining: 2d10+1d8 | Passive Perception: 14 | Spell Save DC: 12 | Spell Slots: 1st: 2/2 | Action surge 1/rest

"With this deed we can now lawfully eject any monsters from this place. And I agree with Griff, let's take a short rest before moving on."

I will remind myself about healing today.


Here's a look at Mr. Finders Keepers. Art by Scott Kurtz.

You can see three doors. One to the East, one to the West, and another in the middle of the two. You are in area 9 on the map. To the north of you, Area 8 there is a pit.

Let me know which you prefer. Right-hand rule would take you you to the Westernmost door. You'll need a perception check if you want to examine the pit more closely.

Since you are taking a Short Rest you can roll your Hit Die up to 3 times, since your 3rd level, and regain that value in Hit Points. But once you've used these Hit Dice you can't regain them without a long rest. There are other rules associated with regaining Hit Die, but it's unnecessary for our purposes here.


HP: 0/27 | AC: 18 | Init: +2 | Saves: Str: +4, Dex: +2, Con: +3, Int: +0, Wis: +4, Cha: +1 | Hit Dice Remaining: 2d10+1d8 | Passive Perception: 14 | Spell Save DC: 12 | Spell Slots: 1st: 2/2 | Action surge 1/rest

The elf leans back and very slowly a grin spreads across his face.
"Finders Keepers. He found the deed to the mine, so he gets to keep it. The dwarves were ejecting us, exactly as I was suggesting we do now that we own the mine...
Is that what you humans call Ironic?"


HP: 24/24 | AC: 18 | Init: +0 | Saves: Str: +1, Dex: 0, Con: +2, Int: -1, Wis: +5, Cha: +3 | Hit Dice Remaining: 2d8 | Passive Perception: 13 | Spell Save DC: 13 | Spell Slots Remaining: 1st: 0/4, 2nd: 0/2

1 Hit Dice: 1d8 + 2 ⇒ (2) + 2 = 4


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

Vasayo laughs out loud.

"Yes, yes it is. Though what caused all his fellows and him to meet this Fate remains unclear," Vasayo says, a stern look on his face. "I'll also recover a bit or do we get some magical treatment? "

-Posted with Wayfinder


Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>

"Hopefully this deed isn't cursed or some such." Grith answers.


HP: 24/24 | AC: 18 | Init: +0 | Saves: Str: +1, Dex: 0, Con: +2, Int: -1, Wis: +5, Cha: +3 | Hit Dice Remaining: 2d8 | Passive Perception: 13 | Spell Save DC: 13 | Spell Slots Remaining: 1st: 0/4, 2nd: 0/2
Vasayo wrote:

Vasayo laughs out loud.

"Yes, yes it is. Though what caused all his fellows and him to meet this Fate remains unclear," Vasayo says, a stern look on his face. "I'll also recover a bit or do we get some magical treatment? "

-Posted with Wayfinder

" Let's rest for now, the power granted to me for today is mostly depleted, I'd like to save it for emergencies. "

I've just realised I forgot to add my disciple of life ability when I cast healing word on myself. I should have added +3


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

Vasayo sits down on the cavern floor and starts eating some stale bread and ham. He looks over to Hug-Hug’s body, lying there, all lifeless on the floor. The young rogue shakes his head. A pity, he thinks.

”We should continue on like we have till now: always go right. But let’s just rest a little before we move on.”

Hit Point Recovery: 1d8 + 1 ⇒ (7) + 1 = 8


Everyone who hasn't recovered HP can do so when you post in the future. It looks like you're heading toward the westernmost door. Oh, btw, who's taking the diamond War Pick?

Area 12

The door opens up to reveal a dusty tunnel containing two mine shafts spaced 10 feet apart. Each gap is bridged by a pair of dusty wooden planks. carved into a crossbeam above each shaft is a single word in Dwarvish script. They read "Dezzryn" and "Dolmark" respectively.

As per usual, Vasayo leads the group. Well he or anyone else cross the beams and how?


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

Vasayo is about 15ft. ahead of the group. When he reaches the first hole, he signs the others to stop by raising one hand. Then he crouches down and inspects the beams and the dwarven letters written on them.

Vasayo understands dwarvish, what do those words mean?

Investigation: Will the beams support our weight: 1d20 + 4 ⇒ (11) + 4 = 15


HP: 0/27 | AC: 18 | Init: +2 | Saves: Str: +4, Dex: +2, Con: +3, Int: +0, Wis: +4, Cha: +1 | Hit Dice Remaining: 2d10+1d8 | Passive Perception: 14 | Spell Save DC: 12 | Spell Slots: 1st: 2/2 | Action surge 1/rest

"They sound like dwarven names to me, don't you think? Sort of harsh and hard to say in a flowing manner..."

Perception: 1d20 + 4 ⇒ (18) + 4 = 22
Looking at the openings from behind Vasayo - I don't want to get in his way.


- INACTIVE (finished campaign) -

Alton has yet to take damage or use any of his abilities.

Alton waits for his companions to find the best way forward.


Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>

I'll assume responsibility for the war pick.
"What's going on up there?"


It seems that the crossbeams are actually a bit rotten from termite damage. Vasayo estimates that it might hold a single halfling one at a time, but anything heavier and it would likely snap.

The adventure actually says that there is no way for someone visually tell that the planks are rotted, but I outright disagree with that. Termite damage for something that small is often very visible. Plus killer dungeon or not, that just feels a little too "gotcha" for me.

The halflings could walk over first, and everyone else can long jump equal to their strength score. Anyone with a strength lower than 10 needs to make an Strength (Athletics) DC 15 check or attempt something else.


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

"We will have to go over some fairly rotten beams to cross some shafts that lead further down. Alternatively, we could seek another route. What do you guys think?"

Do the dwarven writings mean anything? Vasayo speaks dwarvish. And would it be ok if I made a Dexterity Acrobatics check to ellegantly tumble over the beams (instead of the Athletics check)?


Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>

"It's not so far. I can make it. Anyone else?"
Pretty sure I can handle it with 15 Strength.


HP: 24/24 | AC: 18 | Init: +0 | Saves: Str: +1, Dex: 0, Con: +2, Int: -1, Wis: +5, Cha: +3 | Hit Dice Remaining: 2d8 | Passive Perception: 13 | Spell Save DC: 13 | Spell Slots Remaining: 1st: 0/4, 2nd: 0/2

" I think I could clear that jump " Randal nods.

My Str is higher than ten


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

A long jump with a running start is equal to your Strength score in feet. So with a strength of 15 you can jump 15 feet. There actually aren't any rules on making a longer jump than that. The DC 15 is me making a judgment call. And sorry, Vasayo, Acrobatics is basically just tumbling and balance in 5E.

-Posted with Wayfinder


HP: 0/27 | AC: 18 | Init: +2 | Saves: Str: +4, Dex: +2, Con: +3, Int: +0, Wis: +4, Cha: +1 | Hit Dice Remaining: 2d10+1d8 | Passive Perception: 14 | Spell Save DC: 12 | Spell Slots: 1st: 2/2 | Action surge 1/rest

"Yeah, Randall, it doesn't look that far, does it?"


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Actually, you know what? I changed my mind. Vasayo, if you want to make a couple DC 15 Acrobatics checks, I'll let you wall run across the gaps Assassin's Creed style. And you can make one with inspiration.

-Posted with Wayfinder


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

Vasayo steps a few steps back, starts running and jumps ...

Acrobatics, first hole: 1d20 + 5 ⇒ (8) + 5 = 13
Advantage: 1d20 + 5 ⇒ (7) + 5 = 12

Instead of just jumping, he decides to keep running along the wall. What at first seems like an increadible trick, changes into tragedy with the slip of one foot. Loosing his momentum Vasayo slides from the wall and onto the first beam...

Truely Assassin's Creed style! I always failed the wallruns there as well. Can't we say Prince of Persia and I get to use some Sands of Time? ;)


Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>

"Well that seemed like a silly idea. Damn shame, that. We're going to need a new thief." Grith says as he stares down into the pit of eternal thief-eating.

I like to jump the gun on eulogizing.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Heads or Tails: 1d2 ⇒ 1

Good news, bad news time. Good news: you don't take 3d6 falling damage. Bad news: You instead fall on top of a gelatinous cube and are instantly engulfed.

Assuming your friends want to save you, I'll roll initiative when I get home.

Vasayo's yell is suddenly cut short by a loud squelchy plop. A sound not unlike sticking your hand in mud.

-Posted with Wayfinder


- INACTIVE (finished campaign) -

Uh, Vasayo? You fall in to some mud there, eh?


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

"hmhmnmhaahannnhmmh"

-Posted with Wayfinder


HP: 0/27 | AC: 18 | Init: +2 | Saves: Str: +4, Dex: +2, Con: +3, Int: +0, Wis: +4, Cha: +1 | Hit Dice Remaining: 2d10+1d8 | Passive Perception: 14 | Spell Save DC: 12 | Spell Slots: 1st: 2/2 | Action surge 1/rest

After a short pause: "Vasyo? Are you okay?"

Perception: 1d20 + 4 ⇒ (16) + 4 = 20

Dervel looks for somewhere to secure his rope as he removes it from his pack.


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Initiatives:
Alton: 1d20 + 2 ⇒ (14) + 2 = 16 Derval: 1d20 + 2 ⇒ (4) + 2 = 6 Grith: 1d20 + 1 ⇒ (9) + 1 = 10 Milo: 1d20 + 2 ⇒ (13) + 2 = 15 Randal: 1d20 + 0 ⇒ (3) + 0 = 3 Vasayo: 1d20 + 3 ⇒ (10) + 3 = 13 Cube: 1d20 - 4 ⇒ (12) - 4 = 8

Everyone but Derval and Randal can go. Vasayo you can escape with a DC 11 Dexterity (Acrobatics) check as part of a move. It will cost 10 feet of movement to escape.

-Posted with Wayfinder


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Derval spots a place he can attach the rope with his grappling hook.

-Posted with Wayfinder


Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>

Grith approaches the edge and looks down.
Can I see it to MM it?

-Posted with Wayfinder


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

Escape: 1d20 + 5 ⇒ (6) + 5 = 11

Vasayo tries to swim out of the blob he just fell into, as hard as he can!

-Posted with Wayfinder


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

spot on! Is that enough?

-Posted with Wayfinder


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Vasayo, yes, and you still have another 20 feet of movement to back away from it. You can also yell up to your comrades as a free action. And you still have your regular Action and your Cunning Action.

I'll allow active perception checks as a bonus action. The DC is 6 with Disadvantage, unless you shine a light down or have darkvision. So make your checks and you can still attack.

-Posted with Wayfinder


Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>

perception: 1d20 ⇒ 19
"Jelly!" Grith calls out as he fires a magic missile into the pit.
missiles: 3d4 + 3 ⇒ (4, 4, 3) + 3 = 14

-Posted with Wayfinder


- INACTIVE (finished campaign) -

Alton helps Dervel look for a spot to attach the rope too. We're going to throw you a rope, eh?

Not sure what kind of action or roll this would be.


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

Vasayo backs away from the thing that he just emerged from with fear. He tries to recall anything he knows about that creature and takes a careful look around his surroundings.

"Throw me a rope into the second hole and fast! "

Disengage as my action, then move away, then knowledge as a free action and looking around as a bonus action. He also shouts.

Intelligence : 1d20 + 2 ⇒ (20) + 2 = 22
Perception : 1d20 + 4 ⇒ (11) + 4 = 15
Disadvantage : 1d20 + 4 ⇒ (15) + 4 = 19

-Posted with Wayfinder


Male Human Rogue 2
Stats:
HP 11/11 | AC 15 | HD 2/2d6 | Init +2| Spd 30ft.| STR 9 DEX 14 CON 10 INT 12 WIS 8 CHA 5; Prof +1 |Rapier +3/1d8+2| Shortbow +3/1d6+2 {37 arrows}

Last week epically sucked for me. I'm sorry for the delay.

Grith manages to damage the Cube with his magic missile, but is stunned by how unaffected it was by the blast.

Alton and Milo both jump over the hole and move to the second, dropping down the rope and securing it to the ledge. The gelatinous cube moves along the lower level, chasing after Vasayo. He slams into the thief, and engulfs him.

Slam: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 2d6 ⇒ (5, 4) = 9

Vasayo remembers that cubes are very tough, and cannot be charmed, frightened or knocked prone. He also knows that they can potentially climb up the walls as well.

Vasayo Acrobatics DC 11 to escape the other way. Or Athletics DC 10 to climb up the rope.

-Posted with Wayfinder


Dwarf 6 | D&P: 4, T: 8/8 | F: 8, W: 4 | Init: +4 | Senses: perception +5 <darkvision>

Intelligence (why didn't my magic missile work well): 1d20 + 2 ⇒ (9) + 2 = 11 +2 for Arcana/History?


Male Human Rogue (Thief) 3 | HP: 0/21 | AC: 14 | Ini: +3 | Passive Perception: 14 (Darkvision 60ft.) | Saves: -1 STR, +5 DEX, +1 CON, +4 INT, +2 WIS, +0 CHA | Shortsword or Shortbow +5 (1d6+3)

As the cube slams into Vasayo some piece of trash stuck inside the cube pierces the thief’s armour and you see blood trickle out and float around in the wobbly mass. Vasayo grabs the rope and tries to climb to safety, all the while holding his breath.

Athletics: 1d20 - 1 ⇒ (10) - 1 = 9
Inspiration: 1d20 - 1 ⇒ (11) - 1 = 10

Oh my, that was close!

As soon as he has solid ground under his feet, Vasayo shouts: ”Get away from it! It will come up here!” He then seeks cover, hiding at least 15ft. from the hole in the ground he thinks the cube will soon emerge from.

That should be location 13 on the map.

Stealth: 1d20 + 7 ⇒ (9) + 7 = 16


- INACTIVE (finished campaign) -

Alton follows Vasayo's lead. We want no piece of that jelly, eh? You smoke it, eh?


Grith wrote:
[dice=Intelligence (why didn't my magic missile work well)]1d20+2 +2 for Arcana/History?

I worded that badly. Basically I just mean that the cube has a metric ton of hit points.

Vasayo climbs up 15 feet, leaving him only 5 feet from the ledge.

Perhaps one of the hobbitses would like to lift him out of the hole? Athletics DC 5. Anyways, Grith, Alton, Milo and Derval still have actions.


- INACTIVE (finished campaign) -

Alton helps Vasayo the rest of the way out of the hole. Let's not wait around for him to catch up, eh?

Athletics: 1d20 + 3 ⇒ (4) + 3 = 7


HP: 0/27 | AC: 18 | Init: +2 | Saves: Str: +4, Dex: +2, Con: +3, Int: +0, Wis: +4, Cha: +1 | Hit Dice Remaining: 2d10+1d8 | Passive Perception: 14 | Spell Save DC: 12 | Spell Slots: 1st: 2/2 | Action surge 1/rest

This is how you lift him out: 1d20 + 4 ⇒ (19) + 4 = 23

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