PBP Gameday IV: The Phantom Phenomena by GM Lari (Inactive)

Game Master Dhenn

Notes from Doctor Quolorum
The Lucky Lantern
Lightning
Illirigarde Manor
Kellid Monolith
Diremark

Draw From the Deck:
Draw from the Deck: You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). While the actual card you pick has no mechanical effect, you can roll a D9 (with physical dice, you'd roll a D10, rerolling 0) to fully simulate the draw for flavor purposes.

Initiative:
dice=Hakon]1d20+2[/dice]
dice=Crowe]1d20+1[/dice]
dice=Erasmus]1d20+4[/dice]
dice=Kyra]1d20[/dice]
dice=Oloch]1d20+3[/dice]
dice=Rivani]1d20+2[/dice]


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Silver Crusade

You have been sent by the Society to the county of Versex in Ustalav. Doctor Quolorum, a scholar at the Sincomakti School of Sciences in Thrushmoor and longstanding friend of Kreighton Shaine, has requested assistance in investigating a series of strange events in the region.

As you prepare to depart from the nearest Pathinder Lodge, Caliphas' Miregrold Manor, you receive a sheaf of letters detailing these events.


Male Human Skald 1 | hp 9/11 | AC 15, T 11, FF 13 | Fort +3 (+4 while performing), Ref +2, Will +2 | Init +2, Perception. +3 | Active conditions: +2 Str/Con rage song, +1 Will rage song, -1 AC rage song , +2 STR from harrow, -1 str Poison

The Nordic looking man, Hakon, looks to the others who will be joining him. Memorizing their look for when he tells the story.

His Horn swings lightly behind him as he puts hands on the heads of hishand-axes.

Are there any Knowledge checks on anything in the letters. (Dunhob, Lady Illirigarde, The Lucky Lantern, Dr. Quolorum, Lantern lake, Illirigarde manor, The Kellid, Hungry Mountains, ...)

Grand Lodge

QUONX sp 14/18 hps 20/20 SP 4/4EAC16 ,KAC16 Fort +3, Ref +5, Will +1 Init +2; Perception +6

A quiet, brooding half-orc warrior covered in armor and weapons looks around then down at a piece of paper he holds in his hands

"Do any of you knowledgeable types have any idea about these letters?"

"Or do we just move to this..Du..dun..dunhop? And take things from there?"

Silver Crusade

Yes, there are a whole bunch. Some of the more detailed ones I'll ask for once you embark on a specific quest, but some of the more overarching ones might include the following. If you have more than one of the listed skills trained, you may roll both, as they may produce different results.

  • Ustalav: Geography, History, Local
  • Doctor Quolorum: Local
  • Dunhob: Geography, Local
  • Lady Rena Illirigarde: Local, Nobility
  • Harrow: Arcana, Local, Religion


Male Human Skald 1 | hp 9/11 | AC 15, T 11, FF 13 | Fort +3 (+4 while performing), Ref +2, Will +2 | Init +2, Perception. +3 | Active conditions: +2 Str/Con rage song, +1 Will rage song, -1 AC rage song , +2 STR from harrow, -1 str Poison

Hakon looks to looks over the half-orc. He notes the look of a warrior.
"I may know something," he says before looking over the letters. As he reads, he speaks some arcane words and gestures over the paper.
Casting Guidance for each Knowledge check.

Knowledge Ustalav:

Has Bardic Knowledge. So can do all knowledges untrained.
+1 if about dwarves.

Knowledge Local: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16
Knowledge Geography: 1d20 + 2 + 1 ⇒ (3) + 2 + 1 = 6
Knowledge History: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14

Knowledge Doctor Quolorum:

Has Bardic Knowledge. So can do all knowledges.
+1 if about dwarves.

Knowledge Local: 1d20 + 2 + 1 ⇒ (4) + 2 + 1 = 7

Knowledge Dunhob:

Has Bardic Knowledge. So can do all knowledges.
+1 if about dwarves.

Knowledge Local: 1d20 + 2 + 1 ⇒ (15) + 2 + 1 = 18
Knowledge Geography: 1d20 + 2 + 1 ⇒ (13) + 2 + 1 = 16

Knowledge Lady Rena Illirigarde:

Has Bardic Knowledge. So can do all knowledges.
+1 if about dwarves.

Knowledge Local: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14
Knowledge Nobility: 1d20 + 2 + 1 ⇒ (11) + 2 + 1 = 14

Knowledge Harrow:

Has Bardic Knowledge. So can do all knowledges.
+1 if about dwarves.

Knowledge Local: 1d20 + 2 + 1 ⇒ (10) + 2 + 1 = 13
Knowledge Arcana: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Knowledge Religion: 1d20 + 2 + 1 ⇒ (2) + 2 + 1 = 5


Female NG Human Cleric 2 | Init: +7 | Speed 25 fr | HP: 25/30 | AC17, 19 if shield raised | F/R/W: +7/5/10 | Dipl +6, Perc +7, Medicine +8, Nature +4, Religion +8, Surv +8 | Active conditions: none

This Harrow sounds familiar. Let's see.

Knowledge religion: 1d20 + 4 ⇒ (11) + 4 = 15

Silver Crusade

Ustalav: The Immortal Principality of Ustalav is divided into a number of counties. These locations all appear to be in the southern county of Versexm where mining and fishing are the dominant industries, and most people live in small, insular communities.

Ustalav was once at the heart of the empire of the Whispering Tyrant Tar-Baphon.

Dunhob: Is one of those small rural settlements. It is most well known in the region for a number of mysterious deaths or disappearances (accounts vary) about four decades ago.

Harrow: Is a method of divination using special cards, most associated with Varisian people. There are six suits corresponding to the six ability scores, and nine cards per suit corresponding to the nine alignments. Each card thus has a unique meaning.


Female NG Human Cleric 2 | Init: +7 | Speed 25 fr | HP: 25/30 | AC17, 19 if shield raised | F/R/W: +7/5/10 | Dipl +6, Perc +7, Medicine +8, Nature +4, Religion +8, Surv +8 | Active conditions: none

Nothing in here about what's going on as far as I can tell. From the inclusion of the information about Harrow Decks, however, we might assume it will be related. Unfortunately I don't see anything in here about evil influences or the like. She adds the later with a certain amount of distaste - whether about evil in general or about not combating evil you can't tell.


Male Human Skald 1 | hp 9/11 | AC 15, T 11, FF 13 | Fort +3 (+4 while performing), Ref +2, Will +2 | Init +2, Perception. +3 | Active conditions: +2 Str/Con rage song, +1 Will rage song, -1 AC rage song , +2 STR from harrow, -1 str Poison

"This land Ustalav was once under the control off the Whispering Tyrant Tar-Baphon. Two generations ago a good number of people disappeared from Dunhob." Hakon pauses to think and scratch his beard. "Maybe this Tavern the doctor speaks of is linked to the disappearances."

"Dunhob sounds like a good place to start. Hakon nods to the half-orc and the girl. "If we are to fight beside each other, then we should know one another. I am Hakon, and I hall from the Lands of the Linnorm Kings."


Male Male human air elemental bloodrager 1 hp 13/13 AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) Fort +4, Ref +1, Will +0 Init +1; Senses Perception +4; Active Conditions: Poisoned (-2 STR dmg, Blessed +1 Attack)

.

Grand Lodge

QUONX sp 14/18 hps 20/20 SP 4/4EAC16 ,KAC16 Fort +3, Ref +5, Will +1 Init +2; Perception +6

"Oloch"

The half-orc then flinches as if having a bad memory

"of the Haskodar tribe in Blisterwell"

"..are we ready to move now?"


Male Male human air elemental bloodrager 1 hp 13/13 AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) Fort +4, Ref +1, Will +0 Init +1; Senses Perception +4; Active Conditions: Poisoned (-2 STR dmg, Blessed +1 Attack)

"Crowe. No tribe - I am my own man now. I am ready."


Male Human Skald 1 | hp 9/11 | AC 15, T 11, FF 13 | Fort +3 (+4 while performing), Ref +2, Will +2 | Init +2, Perception. +3 | Active conditions: +2 Str/Con rage song, +1 Will rage song, -1 AC rage song , +2 STR from harrow, -1 str Poison

"Sounds fine to me."


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

"I am called Erasmus. Pleased to make your acquaintances. I am also ready to fulfill our expected assignment."

Sorry I was a bit slow popping in, weekends are tougher for me than weekdays as far as posting. :)

Silver Crusade

Quest 1: Harrow

You find yourselves just outside Dunhob. The village consists of just a small collection of buildings, huddled together alongside the community's single street.

From here, there's likely nothing left to do but head down the rough dirt road into the village.

The houses are all solid wood construction, with thatched roofs. Without exception, a wrought iron horseshoe has been nailed into every door, open end pointed upward.

As soon as you approach the first houses, what little activity was taking place quickly comes to a halt, villagers staring at you silently. People of all ages almost immediately begin coming out of the houses, forming what could generously be called a crowd in middle of the road.

Most stare at you wordlessly, though some whisper in hushed tones to one another.


Male Male human air elemental bloodrager 1 hp 13/13 AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) Fort +4, Ref +1, Will +0 Init +1; Senses Perception +4; Active Conditions: Poisoned (-2 STR dmg, Blessed +1 Attack)

Crowe tries to look tough and menacing, but nods his head to any of the elder folks to show respect.


Female NG Human Cleric 2 | Init: +7 | Speed 25 fr | HP: 25/30 | AC17, 19 if shield raised | F/R/W: +7/5/10 | Dipl +6, Perc +7, Medicine +8, Nature +4, Religion +8, Surv +8 | Active conditions: none

Before one of the less diplomatic member of the party can step in and foul things up by logging threats, Kyra steps forward with a nod to Erasmus to join her. I'm looking for an aid here

Good people of Dunhob, I sense that you are devout worshipers of Desna, though I suppose the symbols of luck might not necessarily mean the obvious. How fares your village, and how may I, a servant of Sarenrae, be of service?

Knowledge Religion: 1d20 + 4 ⇒ (16) + 4 = 20 in case my guess about Desna needs to be modified or something. If you want to make the roll as a GM yourself, just ignore this.
Diplomacy: 1d20 + 6 ⇒ (19) + 6 = 25 Again, not sure I should have made the roll, but ignore it if you want.


Male Human Skald 1 | hp 9/11 | AC 15, T 11, FF 13 | Fort +3 (+4 while performing), Ref +2, Will +2 | Init +2, Perception. +3 | Active conditions: +2 Str/Con rage song, +1 Will rage song, -1 AC rage song , +2 STR from harrow, -1 str Poison

Hakon steps up.
"Maybe a trade of stories. Me and my horn have seen and told stories of great battles." He pulls out his large horn from off his back showing it. "Stories of beasts falling, and famines over came. Let us know of the hardships you have faced. So I may add to my tales. And I will return in kind. Maybe we can even aid you as the lady said."
aid:
Diplomacy aid: 1d20 + 2 ⇒ (15) + 2 = 17

Silver Crusade

An old woman shoves her way to the front of the crowd, brandishing a horseshoe menacingly in each hand.

Hmph. I suppose we'll give you a chance, but I'll be keeping my eye on you. We don't get cityfolk round here much. What are y'all doin' here?

Kyra, rolling checks like that is fine. Feel free to roll pretty much anything you think is appropriate, though it won't always get something useful. It would be good if you could make your speech more distinct from regular text, by bolding or similar.

Silver Crusade

Kyra also recognizes that the horseshoes are likely being used as protective talismans to protect against malign influences. It's likely derived from the power cold iron (an entirely different material) can have on some malevolent outsiders and fey. You're also pretty sure this local superstition is unlikely to provide any real protection.


HP 5/8

A silk clad woman with bronze skin and unfamiliar marks enters the room. " I apologise for my tardiness. I had foreseen so ill omens that needed to be dealt with." Rivani speaks with hints of humour in her voice.


Female NG Human Cleric 2 | Init: +7 | Speed 25 fr | HP: 25/30 | AC17, 19 if shield raised | F/R/W: +7/5/10 | Dipl +6, Perc +7, Medicine +8, Nature +4, Religion +8, Surv +8 | Active conditions: none

Sorry I missed bolding the actual speech. My mistake. Wish I could go back and edit it now but it is too late.


Female NG Human Cleric 2 | Init: +7 | Speed 25 fr | HP: 25/30 | AC17, 19 if shield raised | F/R/W: +7/5/10 | Dipl +6, Perc +7, Medicine +8, Nature +4, Religion +8, Surv +8 | Active conditions: none

We have come to investigate the unusual phenomena you have been observing in the area. I noticed that you have placed charms to protect yourselves so they must be somewhat disturbing! It would help if you were to describe what has been happening.

Also, we are concerned for the Lady that recently visited you, Lady Illirigarde... Have you heard about her since her visit or have any idea where she might have gone? What was she researching while she was here - any information might help us to locate her. She has not been seen in quite a while, and, well, this concerns the whole region.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Ugh, just noticed the name Illrigarde... horrible pun.

"Yes, we are here only to help."

diplomaids: 1d20 + 6 ⇒ (6) + 6 = 12

Silver Crusade

The woman lowers her horseshoes a little, but still seems tense.

"She ain't been here since the night Veny died, but that was almost fifty years ago. She was keen onstudying the spirits around Dunhob. She used to visit every few months and do frightful divinations for us. But one night she did a harrow reading for old Veny at The Lucky Lantern, and he died. She left Dunhob after that
and never returned. The spirits have been hauntin' us something fierce ever since."

Grand Lodge

QUONX sp 14/18 hps 20/20 SP 4/4EAC16 ,KAC16 Fort +3, Ref +5, Will +1 Init +2; Perception +6

Oloch, having no immediate questions listens but decides to leave the talking to people who seem to enjoy it..or at least seem better at it then he is.


Male Human Skald 1 | hp 9/11 | AC 15, T 11, FF 13 | Fort +3 (+4 while performing), Ref +2, Will +2 | Init +2, Perception. +3 | Active conditions: +2 Str/Con rage song, +1 Will rage song, -1 AC rage song , +2 STR from harrow, -1 str Poison

"Is that when the disappearances started happening?"
Hakon pulls at his beard.
"What can you tell us of the spirits and what they have been doing?"

figure out what I know about the spirits from what the person says about it.
Knowledge Religion: 1d20 + 2 ⇒ (9) + 2 = 11

Silver Crusade

She responds "There's many fell spirits living 'round these parts, but our wards mostly keep us safe. Still, they keep us up at night, and cause headaches sometimes,"

The crowd begins chiming in,

And they made Garth's hair fall out!

They broke my favorite mug!

Drove my best goat off, they did.

"Yes, they get up to lots of things, the woman responds. Which is why we do our best to leave them alone. Messin' with them like Lady Illirigarde brings nothin' but trouble. Seb ran off just last week, saying the spirits were driving him mad."


HP 5/8

"That does sound quite annoying. Do you know where this Seb ran off to? Or where Lady Illirigarde used to visit?"


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

"Yes, perhaps following this 'Seb' could lead us to some clue?"

Grand Lodge

QUONX sp 14/18 hps 20/20 SP 4/4EAC16 ,KAC16 Fort +3, Ref +5, Will +1 Init +2; Perception +6

Oloch nods at the words of the others for emphases.

Silver Crusade

The old woman continues to take charge here. “Lady Illirigarde performed a private reading for poor Veny, and it killed him. She said her harrow cards touched the mind of a dreaming evil. She left all her magic instruments behind and promised to return when she learned how to drive out the spirits. But she never did. A few years back an adventurer named Wulfer went into the tavern and never came out. That place is haunted, I tell you.

She gestures towards a large building on the far side of town. Even from here, it's easy to see that several dozen horseshoes have been nailed to the building's boarded up doors and windows.

"Seb went running off into the mountains, probably headed towards those old ruins. They're even more haunted than this town is.


Female NG Human Cleric 2 | Init: +7 | Speed 25 fr | HP: 25/30 | AC17, 19 if shield raised | F/R/W: +7/5/10 | Dipl +6, Perc +7, Medicine +8, Nature +4, Religion +8, Surv +8 | Active conditions: none

We believe you. A haunting is nothing to be ignored, and that's where we come in. Give us a chance and I am hopeful that we could deal with the problem, or, if that is not possible, most certainly find someone who can. The goddess Sarenrae has many clerics in her service that specialize in such things. But until we have something to take back, it WILL go on ignored and no matter how careful you are eventually someone, perhaps someone young and foolish, will fall prey. Can you live with that, seeing what has happened before and will happen again?


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

"Spirits can be dangerous, to be sure. They can also be helpful. We will remove your haunting, I promise."


Kyra gives Cartman a sidelong glance, attempting to express that you shouldn't make promises you may not be able to keep. She opens her mouth to say something, then quickly shuts it again.

Silver Crusade

Erasmus' comment about helpful spirits is met with a fierce glare.

"Go ahead and enter. We won't stand in your way. But messin' with stuff like this always ends badly. Don't say we didn't warn you."

Feel free to continue talking to these people if you want.

Map of the Lucky Lantern is now above. Let me know if you have any trouble accessing it. You should be able to move yourselves around. There are two doors, marked by larger brown rectangles, and a number of windows. All doors and windows are boarded up.


Male Human Skald 1 | hp 9/11 | AC 15, T 11, FF 13 | Fort +3 (+4 while performing), Ref +2, Will +2 | Init +2, Perception. +3 | Active conditions: +2 Str/Con rage song, +1 Will rage song, -1 AC rage song , +2 STR from harrow, -1 str Poison

"Let's not keep them waiting. I will head around and clear the other door."
Hakon walks away up to the Lucky Lantern's door farther away. He pulls out one of his handaxes. While casting Light on his chain shirt.

As his armor starts to glow he pulls out a 2nd handaxe and tries to pry the boards off the door.

In case you want a Str or attack roll.
Str: 1d20 + 3 ⇒ (16) + 3 = 19
attack handaxe: 1d20 + 4 ⇒ (19) + 4 = 23
DMG: 1d6 + 3 ⇒ (5) + 3 = 8

Grand Lodge

QUONX sp 14/18 hps 20/20 SP 4/4EAC16 ,KAC16 Fort +3, Ref +5, Will +1 Init +2; Perception +6

At Hokina's leaving
"Are you sure that splitting up the party is a smart thing to do?"

Oloch looks at the others

"Do we surround the building and go in from all sides?"

Oloch will then clear the boards from the other door, just in case we need to make a quick entry..or exit.

Strenght check if needed: 1d20 + 4 ⇒ (14) + 4 = 18

Silver Crusade

Oloch and Hakon both manage to pry off enough of the old boards to make the entrances passable.

If you move in the front door (by the majority of the party), you can delete the green rectangles, the yellow if you go in by Hakon.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

Having channeled the spirit of the champion this morning, Erasmus is feeling strong and deadly, so he will take point along with anyone else willing. He enters the front door, wielding his silver starknife.


Female NG Human Cleric 2 | Init: +7 | Speed 25 fr | HP: 25/30 | AC17, 19 if shield raised | F/R/W: +7/5/10 | Dipl +6, Perc +7, Medicine +8, Nature +4, Religion +8, Surv +8 | Active conditions: none
miteke wrote:
Kyra gives Cartman a sidelong glance, attempting to express that you shouldn't make promises you may not be able to keep. She opens her mouth to say something, then quickly shuts it again.

Dang it. Missed that one. Should have posted as Kyra, sorry. I also mixed Cartman up with Erasmus.l I usually notice and edit the message to change the posting alias and fix things but I missed it :(


Female NG Human Cleric 2 | Init: +7 | Speed 25 fr | HP: 25/30 | AC17, 19 if shield raised | F/R/W: +7/5/10 | Dipl +6, Perc +7, Medicine +8, Nature +4, Religion +8, Surv +8 | Active conditions: none

Kyra is happy to line up with the folks at the front door as currently positioned. She's going to keep a Detect Magic going as they explore.


Male Male human air elemental bloodrager 1 hp 13/13 AC 17, touch 11, flat-footed 16 (+6 armor, +1 Dex) Fort +4, Ref +1, Will +0 Init +1; Senses Perception +4; Active Conditions: Poisoned (-2 STR dmg, Blessed +1 Attack)

Line up is ok.

Silver Crusade

Kyra, it happens to the best of us.

Erasmus walks into the dark, musty room, the only light coming from the open door. The floor is coated in layers of dust. Many tables still have mugs, plates, and tarnished silverware atop them.

Dozens of black candles, animal skulls, and occult idols are arranged as decorations through the room. One table near the center of the room is decorated with human skulls and a crystal ball. A spread of harrow cards lies face down on the table and two chairs are pulled up to it. One chair sits empty and the other holds a skeletal corpse.

That table is represented by the purple circle.


Male Human Skald 1 | hp 9/11 | AC 15, T 11, FF 13 | Fort +3 (+4 while performing), Ref +2, Will +2 | Init +2, Perception. +3 | Active conditions: +2 Str/Con rage song, +1 Will rage song, -1 AC rage song , +2 STR from harrow, -1 str Poison

Hakon quickly opens the door and looks around for danger.
Perception: 1d20 + 3 ⇒ (16) + 3 = 19

Grand Lodge

QUONX sp 14/18 hps 20/20 SP 4/4EAC16 ,KAC16 Fort +3, Ref +5, Will +1 Init +2; Perception +6

"Any of you more spiritual types have a clue on what happened here? If I scatter the bones of the corpse, the skulls, black candles and those weird looking doll like things do that bad things stop happening to the village?"


HP 5/8

"Let's see if any magic is present here." Rivani casts Detect Magic.

Dam pregen didn't take detect Psychic Significance.


Fumbus | HP 40/56 | AC 22 20 | resist fire 2 | Fort +11, Ref +13, Will +7 | Infused reagents remaining: 0 | Hero Points: 1/2

"I can attempt to get some information from that skeleton there."

Erasmus casts grave words on the skeleton. There is a 10% chance that it gives us some useful information, subject to the GM. chance, high is good: 1d100 ⇒ 75

Oh well, worth a try.

The corpse babbles for a minute, but no one can make any sense of what it is saying.

Silver Crusade

Rivani and Kyra both detect the presence of magic. Round 1

As the corpse starts its incoherent rambling Hakon hears this coming from the door on the far side of the apparently empty stables, the candles all spontaneously light and a robed, veiled figure appears in the empty chair at the harrow table. Knowledge (Planes) to identify

It's cowl wiggles as it speaks, and beckons with a clawed hand.

"“Welcome, travelers. Have you come to seek the wisdom of my harrow reading? These are strange times and those without guidance risk great peril. Stand before my table and learn your fate.”


Female NG Human Cleric 2 | Init: +7 | Speed 25 fr | HP: 25/30 | AC17, 19 if shield raised | F/R/W: +7/5/10 | Dipl +6, Perc +7, Medicine +8, Nature +4, Religion +8, Surv +8 | Active conditions: none

No knowledge here. Kyra will tag along as folks file in. She's not interested in sitting down to talk harrow with a possibly undead nasty though. She's not quite ready to attack though, and will let someone take the lead on this one.

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