[PFS] Teamwork Experiment Table Æroden

Game Master Nathan Hartshorn

Map

PFS Modules with set parties, focusing on Teamwork Feats and their viability in the Organized Play environment.


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Scarab Sages

Init +4 HP 15/35 AC:22 FF:18 F:8 R:7 W:11 Percp 11 Combat Reflexes UndineCleric 3 / flowing monk 2

"Oh dear yes, though most of the soldiers may be following misguided orders, and you never know what mischief outside persons may be causing. I'll buy an extra scroll of silence too, to cover out advance.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Which of these, is any are hobgoblins?


Sorry guys, I've been trying to figure out how to make this decent in PbP.

You spend days tramping through the forest to Fangwood Keep, the journey relatively uneventful. You do pass a hunter who warns you of a troll's stomping grounds, allowing you to bypass the area without issue. You make your way to the northern edge of the shadowy Southern Chernasardo, where the wide Marideth River valley separates the large forest to the north from its smaller southern spur.

The forest thins out ahead, revealing a wide river valley cleared of trees. The path descends for a quarter mile to a single stone bridge that spans the river, and then continues up a small hill. Atop this barren hill sits a small, two-story fort surrounded by a thick, partially collapsed outer wall.

It is obvious that anyone leaving the cover of the forest during daytime could be easily spotted from the keep. Since Fangwood Keep was built on an otherwise barren hill and the surrounding countryside was cleared of all large boulders, trees, and other obstructions, it is virtually impossible to infiltrate the fortress during the day without being seen.

DC 20 Perception:
In fact you can see multiple humanoid figures moving on the upper ramparts of the keep and that there are additional individuals stationed at the break in the wall.

The bridge over the Marideth seems to be the only place to easily cross the swiftly flowing river, though it is also obviously well within sight of anyone stationed on one of the keep’s ramparts. Anyone who attempts to swim across the river must succeed at a DC 15 Swim check to make progress, and is continually dragged downstream at a rate of 20 feet per round.

DC 15 Kn. (geography):
You have studied maps of this area and know that there is an easier way to ford the river, though it is 5 miles upriver and leads through trackless expanses of forest.

Seltyiel points out the various humanoids guarding the keep, "Seems our intel wasn't wrong, someone has taken over here."

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Perception 1d20 + 9 ⇒ (13) + 9 = 22
Know Geo 1d20 + 6 ⇒ (6) + 6 = 12

The bridge over the Marideth seems to be the only place to easily cross the swiftly flowing river, though it is also obviously well within sight of anyone stationed on one of the keep’s ramparts he comments

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

"I propose we wait for nightfall and then make as swift an assault as possible." The grizzled Tian warrior stares at the fortifications.

"Under cover of darkness we should be able to infiltrate. We were given equipment to help those of us that are less stealthy. Dulomak, you could lead us inside the outer wall. Seltyiel, Marina, and I can buff ourselves magically, drink the elixirs of hiding, and follow you to the keep walls." Dissa gestures at each party member as he describes the plan.

"There is no advantage during the day, a chance of surprise at night, and the longer we wait the more difficult it will be to take and hold the keep." The Tian rests his Fauchard, and looks for a place to hole up until darkness falls.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

He is the only one with darkvision right?

Scarab Sages

Init +4 HP 15/35 AC:22 FF:18 F:8 R:7 W:11 Percp 11 Combat Reflexes UndineCleric 3 / flowing monk 2

That seems wise, though we've got to get across the river. If the night is dark crossing the bridge might even work, but we're a relatively athletic lot - perhaps we can just ford the river instead? Slightly downstream, so we're not dragged into view if we struggle. General, how is your night vision?

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

"My night vision is pretty bad, but I know Dulomak would lead us safely. I am ready to ford instead of taking the bridge. Let's take Marinas plan." Dissa nods as the wise woman speaks.


Seltyiel nods, "It is a good plan. Once we are there we should look for those secret tunnels we were told about."

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Would it be a survival check to cross?


Swim check

Watching the keep over the rest of the day you notice some patterns among the humanoids. At least some patrols are sent out based on the group of three returning just after mid-day and another group of three walking out. It's difficult to make out the details but it looks like every few hours the humanoids shift positions on the walls and at the entrances.

As night falls you make your way to the river about a hundred feet upriver of the bridge. "Everyone ready?" Seltyiel whispers. The river is 15 feet across, requiring 2 successful swim checks to get across.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Before they depart, Dissa would ask his friends to cast two spells from scrolls: Keen Edge from Seltyiel and Barkskin from Dulomak.

"Let's do it. Can someone make it across and throw me my rope? My armor is wonderful for stopping attacks, but I know I will struggle to swim." Dissa grabs his rope from his pack, hoping a more successful comrade will be able to tether the line to a nearby tree on the other side.

"Perhaps also, a bit of guidance from Tsukiyo would help." Dissa removes his wand of fallback strategy, and casts it upon himself.

If we string a rope across the water, what happens to the swim check? Water and heavy armor is the most lethal combination in Pathfinder!

Based on rope help from someone more successful, Dissa will assume a +4 to his swim check?

Swim with Rope: 1d20 - 2 + 4 ⇒ (15) - 2 + 4 = 17

Swim with Rope: 1d20 - 2 + 4 ⇒ (13) - 2 + 4 = 15


Seltyiel runs to jump across the gap, hopefully reducing the distance he has to swim.

Jump!: 1d20 + 1 ⇒ (2) + 1 = 3

Stumbling on a rock he barely makes it a few feet into the river, before attempting to swim across the river.

Swim!: 1d20 + 2 ⇒ (15) + 2 = 17
Swim!: 1d20 + 2 ⇒ (3) + 2 = 5
Swim!: 1d20 + 2 ⇒ (6) + 2 = 8
Swim!: 1d20 + 2 ⇒ (11) + 2 = 13
Swim!: 1d20 + 2 ⇒ (6) + 2 = 8
Swim!: 1d20 + 2 ⇒ (8) + 2 = 10
Swim!: 1d20 + 2 ⇒ (5) + 2 = 7
Swim!: 1d20 + 2 ⇒ (13) + 2 = 15

He makes it about halfway across the river before it sweeps him away. He goes under once, surfaces briefly, goes under again, then struggles across the river. He makes it across more than 150 feet from where he jumped in. He crawls back to the original crossing spot, complaining the entire time about the bruises he is going to have tomorrow before catching the rope Dissa throws him and holding it steady.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Dissa braces with Seltyiel on the far side of the river, and throws his rope to Dulomak and Marina as requested.

"Come on, team. I am ready for this assault to begin!"

Scarab Sages

Init +4 HP 15/35 AC:22 FF:18 F:8 R:7 W:11 Percp 11 Combat Reflexes UndineCleric 3 / flowing monk 2

I was hoping Marina could help, she just zips around in the water like a dolphin xD

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Catching up. The last 3 days have been filled with grading senior finals, grades due in an hour but I am all done and notifying parents of students who failed.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Ok, I think I am up to date :)

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Kontha Swim
1d20 + 3 ⇒ (18) + 3 = 21
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (8) + 3 = 11
1d20 + 3 ⇒ (13) + 3 = 16
1d20 + 3 ⇒ (11) + 3 = 14
1d20 + 3 ⇒ (12) + 3 = 15

I guess having little arms doesnt help in swimming

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Dulomak swimming
1d20 + 3 ⇒ (6) + 3 = 9
1d20 + 3 ⇒ (15) + 3 = 18
1d20 + 3 ⇒ (7) + 3 = 10
1d20 + 3 ⇒ (9) + 3 = 12
1d20 + 3 ⇒ (5) + 3 = 8
1d20 + 3 ⇒ (14) + 3 = 17
1d20 + 3 ⇒ (8) + 3 = 11
1d20 + 3 ⇒ (2) + 3 = 5
1d20 + 3 ⇒ (10) + 3 = 13
1d20 + 3 ⇒ (18) + 3 = 21

I am surprised that there are no hunter aspects for swimming

LOL, when a dinosaur with two little arms swims better than you do :)

Scarab Sages

Init +4 HP 15/35 AC:22 FF:18 F:8 R:7 W:11 Percp 11 Combat Reflexes UndineCleric 3 / flowing monk 2

"You know Seltiyel, if I knew you were that bad at swimming I'd have just put an air bubble on your head and told you to walk..."


She still got across faster than our local surly half-elf.

Seltyiel, busy taking one boot off and pouring water out of it just snarks back, "You should have mentioned this before I rushed headlong into the river." A fish flops out of his boot and splashes about on land, "Although I clearly wouldn't have made this new friend here." He then toes the fish back into the river with a disgruntled snort.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Kontha, seeing the fist gobbles it up.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Hope everyone is ok

Scarab Sages

Init +4 HP 15/35 AC:22 FF:18 F:8 R:7 W:11 Percp 11 Combat Reflexes UndineCleric 3 / flowing monk 2

Yeah, I'm traveling with my parents this week, sorry.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

I'm on a work trip, but perhaps I misunderstood who had the initiative in our story.

Dissa cleans himself off to the best of his ability, and prepares for battle. "Kontha, can you help us find those secret tunnels? I'm ready for an assault."

Dissa secures his gear, swings his Fauchard in a smooth arc, and lowers the blade. He focuses his gaze toward the fortress, the hyper-sharp edge of his blade at waist level, ready to meet any threat.


Seltyiel squints into the night, glad for the waning moon. "We'll have to get closer to the walls, but I can't quite remember their patrol patterns due to my recent...erhm...swim. Dulomak, Marina, we're going to rely on you to see if the enemy notices us. Is everyone ready to move to the wall?"

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Kontha and Dulomak will attempt to find tracks, he looking for footprints and other signs of passing while she sniffs around trying to get a scent

1d20 + 9 ⇒ (17) + 9 = 26 Half Orc
1d20 + 3 ⇒ (17) + 3 = 20 Kontha

Scarab Sages

Init +4 HP 15/35 AC:22 FF:18 F:8 R:7 W:11 Percp 11 Combat Reflexes UndineCleric 3 / flowing monk 2

"Yes, quietly now. Remember we can replace armor with mage armor if you are too noisy."

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Dissa gulps an elixir of hiding, and keeps his hand close to Marinas shoulder. The flowing robes of the undine monk give him a steady guide with which to keep pace.

"Seltyiel and I are ready to follow." whispers the Tian guard.

Stealth: 1d20 - 4 + 10 ⇒ (10) - 4 + 10 = 16

Scarab Sages

Init +4 HP 15/35 AC:22 FF:18 F:8 R:7 W:11 Percp 11 Combat Reflexes UndineCleric 3 / flowing monk 2

Marina carefully creeps forward, keeping an eye on the fortress wall for our secret entrance.


Sorry guys, weekend was super busy.

SECRET ROLLS!:
Perception: 1d20 + 3 ⇒ (6) + 3 = 9

Stealth: 1d20 + 2 - 1 ⇒ (8) + 2 - 1 = 9

Seltyiel daisy chains on to Dissa, allowing Dulomak and Kontha free reign to do what they need to.

Kontha lets loose a small growl when she catches a whiff of humanoids closer to the keep itself, which allows Dulomak and Marina to lead the party to the blind spot in the walls and prevent the entire group from being seen. Searching around the half-orc doesn't find any footprints near the secret entrance, which means it is still a secret.

Dulomak is able to see the outline of the secret entrance even without the intertwined circles that show its location to the outside world. He reaches down and pulls the sod covered trapdoor up revealing the promised tunnel. Inside is a narrow, rickety ladder that descends 20 feet straight down and connects to an equally narrow dirt tunnel that slips under the keep’s wall. The sides and roof of the earthen passage are supported by regular wooden braces that were kept in good repair by the Nirmathi occupants before the Keep was taken over.

The tunnel leads to another rickety 20-foot ladder and an exit obstructed by a locked trap door. You're in! Now to start moving room by room and eliminating opposition.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

How would we get Kontha down with her little T-Rex arms?

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Rope truss + 3 PCs = Dino dangle

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Dissa strings a loop on his rope, ready to sling Kontha down to the lower level. He then assists his comrades as they climb down, bringing up the rear. He does his best to replace the trap door on his way down, making the breach less obvious.

"I am ready to take this fortress. Who is with me?" Dissa checks his gear, secures his pack, and readies himself for battle. When the tunnel changes to looking more inhabited, the holy warrior will cast Protection from Evil and Fallback Strategy on himself.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

He nods and Kontha gives a low grow;


Seltyiel reviews his spells and scrolls. "I don't have a way to unlock this trap door. Does anyone else? If not we're going to have to smash it open."

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

"Uh, dont you have the scroll of knock from the briefing? If you can't use that scroll, I'll carve it open with my Fauchard." Dissa glides his supernaturally sharp adamantium weapon through the locking mechanism on the trap door.

"Pehaps we should save the scroll." Whispers the holy warrior. Dissa pops the lock open with ease, the rusty latch melting with minimal force from the green-tinged super weapon.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Impressive weapon he comments at the paladin.


Seltyiel checks the additional pack, "Ah, there is one here. Though I think you're right, perhaps it is best saved for later."

Map updated

You climb the ladder and haul Kontha up while keeping an eye out. You don't see any enemies and appear to have wound up in a small tunnel or escape passage in the keep. The sound of jingling scale makes its way to your ears before a bleeding and run ragged man appears before you, longsword drawn.

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

"Be still, my friend. We are here to liberate this keep and restore legitimacy. I doubt you would be bloodied and panicked if you did not have similar goals." Dissa extends a hand, palm out and fingers spread, indicating peace rather than direct hostility.

"I would rather my companions and I learn of this place and the threats therein. I would rather not strike you down and forfeit our chance to gain a tactical advantage." Dissa explains himself clearly, attempting to engage the rationale of the panicked man.

Diplomacy: 1d20 + 10 ⇒ (6) + 10 = 16


The point of the man's sword drops to the ground, "At least you're not hobs." He sinks to one knee and leans on his sword. "Who are you and what are you doing here?"

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

Dissa cautiously approaches the man, pops his wand of Cure Light Wounds from his wrist sheath, and heals him.

"We are here to help retake the fort, for either Molthuni or Nirmathan forces. One way or the other, we're here to take and hold the fort." Dissa doesn't clearly identify which force the Pathfinders are sent to support. "That's our story. Who are you, and what are you doing here?"

Can we tell which type of uniform this man is wearing? A mailed fist, perhaps?

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Perhaps you should tell us your story first he says,.

Scarab Sages

Init +4 HP 15/35 AC:22 FF:18 F:8 R:7 W:11 Percp 11 Combat Reflexes UndineCleric 3 / flowing monk 2

Marina smiles comfortingly.

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Hey, we almost have 1,700 posts :)


The man groans in relief as his wounds begin to close. "Thank you. I am Akre Belring, infantry of Molthune and formerly of Vos's Strikers. We were given orders to raid Nirmathas, which was nothing new, but our commander, Vos, brought along his changeling lover, which was.

We raided this keep, took out the few rangers guarding it, then Vos had us turn this place upside down looking for a way below the keep. We found it and Vos eagerly sent some of the platoon down. They still have not returned. It was about that time that we reviewed the orders to raid and found they had been falsified! We turned on our lieutenant, but it was too late, he had a local hobgoblin tribe working for him! He slaughtered us, down to the last man. I'm the only survivor as far as I know..."

Scarab Sages

Init +4 HP 15/35 AC:22 FF:18 F:8 R:7 W:11 Percp 11 Combat Reflexes UndineCleric 3 / flowing monk 2

"So, a traitor and a murderer. Personally, if what's down there is content to stay there, I'd rather secure the surface first before exploring."

Dark Archive

M Human Paladin 3/SwashB 1/Brawler 2.0; HP 55/55; AC 24 (26 vs Evil), FF 22, T 12; F/R/W, 13/11/5; Per +7; Init +2; Lucky Number =4 Dissa grants Paired Opportunists to allies within 30 feet

"Marina, I agree. We can likely expect hobgoblin resistance above ground, but I think we have more to learn from our defector." Dissa nods as Marina speaks, her wisdom is irrefutable.

"Sergeant Belring, it seems you have a strong sense of duty and honor. I appreciate that in a soldier, and I would request your support. Here are some rations and water in exchange for a request:
What can you tell us of the main threats and layout of this keep? We plan to storm it immediately."
The Tian guard offers food and water from his own provisions, and casts Lesser Restoration on the bedraggled soldier.

Ability Damage?: 1d4 ⇒ 2

Diplomacy: 1d20 + 10 ⇒ (7) + 10 = 17 Hopefully a bonus for food, healing, and removal of fatigue or ability damage

Scarab Sages

Init +4 HP 15/35 AC:22 FF:18 F:8 R:7 W:11 Percp 11 Combat Reflexes UndineCleric 3 / flowing monk 2

*whispers* "I'd be very surprised if he wasn't interested in helping us bring these criminals to justice, given what they did to his team."

Grand Lodge

Male LN Medium humanoid (human, orc) Init +1; Senses darkvision 60 ft.; Perception +10 AC 16 ouch 11, flat-footed 13 (+5armor, +1 Dex) hp 35(5d8+15) Fort +7, Ref +6, Will +4

Intimidate 1d20 + 10 ⇒ (13) + 10 = 23 to see if he is telling the truth,. You had best be telling us the truth, else Kontha will enjoy eating a liar

He will create water for the solider and anyone else who needs it.

Kontha will make a growl at her name and will drink for the water.

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