RotRL: The Alkenstar Expedition (Inactive)

Game Master drbuzzard

Guns vs. Magic in Rise of the Runelords.

Current map

Xin Shalast Map

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Unless you really want to fall off the cliff, you won't be taking steps toward the square as it is 20' away from the cliff edge.

I have a separate Cliff Map for your combat.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

oh, let me do a retcon

So stand quickdraw my pistol and fire, then swift action Vanish

MW Revolver: 1d20 + 15 ⇒ (6) + 15 = 21 for 1d6 ⇒ 1 concealement high is good: 1d100 ⇒ 92


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

I suppose tunnel group pushes forwards after we get over the bridge.. Ill heal Tirion up as well..

2d8 + 2 ⇒ (7, 7) + 2 = 16


The invisible figure mutters some words and I need will saves from Bander and Narissa (DC 20).

Then a female ogre appears floating in mid air off the side of the cliff.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

is she able to target me when I am invisible?

1d20 + 7 ⇒ (17) + 7 = 24 Will

Bander opens up on the flier

MW Revolver: 1d20 + 15 - 2 + 2 ⇒ (8) + 15 - 2 + 2 = 23 for 1d6 ⇒ 3
MW Revolver: 1d20 + 10 - 2 ⇒ (12) + 10 - 2 = 20 for 1d6 ⇒ 2
Shuriken: 1d20 + 14 - 1 ⇒ (3) + 14 - 1 = 16 for 1 damage
Shuriken: 1d20 + 9 - 1 ⇒ (7) + 9 - 1 = 15 for 1 damage

The first is against flat footed and gets SA 4d6 ⇒ (3, 1, 2, 1) = 7

Swift action to Vanish again


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

sucky rolls, really sucky, also this happens after Narrissa,


She doesn't need to target people with the spell in question.

You passed the save.

The revolver hits twice but the shuriken fail to land.


dude halfling

I thought it was just a 10' bridge! where does it say it's 40' long?


The map is clearly labeled with 20' squares. The bridge covers two of them. I mentioned when I put the map up that it has 20' squares.


Male Half Orc Fighter (Unbreakable) 1 / Barbarian (Invulnerable Rager) 7; AC 22, HP 7/93, DR3/-, Fort +14, Ref +8, Will +9, Init +2, Perception +10, Greatsword +14/+9(2d6+8/19-20x2),
Tracked Resources:
13/19 rage rounds

Urga will climb the rope over the chasm.

climb: 1d20 + 6 ⇒ (9) + 6 = 15

"Let's keep moving."


dude halfling

very well. seems like the party should just abandon the hobbit -- everything he does is incredibly stooopid...

Tirion will have to drink his potion of Cure Moderate Wounds:

2d8 + 3 ⇒ (7, 5) + 3 = 15

then he'll sneak ahead, and see what's next:

Tirion's Stealth check: 1d20 + 20 + 5 ⇒ (18) + 20 + 5 = 43 (includes +5 from elven cloak)

Tirion's Perception check: 1d20 + 14 ⇒ (20) + 14 = 34


You come to a 'T' in the passage. You are reasonably sure that the fortress can be reached if you go to the right (from what the rangers have told you).


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Will Save: 1d20 + 10 ⇒ (11) + 10 = 21

Narissa unloads on the figure again.

Attack 1: 1d20 + 12 ⇒ (12) + 12 = 24
Attack 2: 1d20 + 7 ⇒ (2) + 7 = 9
Miss 1, Low is good: 1d100 ⇒ 57
Miss 2, Low is good: 1d100 ⇒ 11
Damage 2: 2d8 + 5 ⇒ (5, 7) + 5 = 17 Granted a 9 is low, but the bronzes subtract 10 from the AC, so given it's a caster...

Buzz? I thought the rangers were with Tirion, Bo, etc? Don't they know where the T leads?


You don't need to roll the miss chance since the target is visible again.

The second shot does not hit. The hardness is subtracted from AC or natural AC. It cannot get you below your touch AC.

And didn't I just say the rangers told him to go to the right?


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

lol, After the flurry of posts, I'm guessing at least 2 rounds passed. I jsut want to make sure Daringore's time matches the rest of the group. If I finally destroy the bridge in one mare round, I'd like to advance on the fort

Round 5

*Whirrr..Chunk...Pop*

Attack: 1d20 + 12 ⇒ (19) + 12 = 31
Damage: 1d8 + 13 ⇒ (2) + 13 = 15

waiting on bridge condition before moving to round 6


We'll say the bridge is down.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Tirion save the potion.. I healed you from the wand..


dude halfling

oh -- I missed the bit about healing Tirion up: thanks! you rolled better, too!

Tirion pauses to listen to the left -- don't want to be surprised by shocker lizards (or anything else) coming from there!

Tirion's Perception check: 1d20 + 14 ⇒ (4) + 14 = 18

if he doesn't hear anything, he'll sneak to the right:

Tirion's Stealth check: 1d20 + 20 + 5 + 2 ⇒ (16) + 20 + 5 + 2 = 43 (includes +5 from elven cloak)

and check out what's ahead:

Tirion's Perception check: 1d20 + 14 ⇒ (11) + 14 = 25


You hear nothing from the left and come to the back side of the secret door you have been directed to.

You hear very quiet gunfire in the distance.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

Round 6

*Crackle*... Never rub another man's rhubarb.

But, I'm sick of waitin' Dork. Bah! Time to punish 'em for cowardice. He turns to give instructions to the assault mech. Advance Forty feet, arc fire to inner fort.

The assualt mech moves methodically down the road. Its massive frame causes minor temors in the ground as it plods ahead. Draingore hits the throttle on the spider. It covers the ground fast and graceful as he heads to the fort wall at top speed.

Mech move 40' (see map) next round it will be lobbing rounds at the buildings within the fort. Spider mech runs at 120' (see map)


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1
drbuzzard wrote:
You don't need to roll the miss chance since the target is visible again.

Sorry, missed that.

drbuzzard wrote:


The second shot does not hit. The hardness is subtracted from AC or natural AC. It cannot get you below your touch AC.

I don't know what his touch AC is, could be 9 with him being large and maybe having a 10 dex. I didn't see he was visible, so I figured that would be the only one with a chance of hitting

drbuzzard wrote:


And didn't I just say the rangers told him to go to the right?

Sorry again, didn't mean to torque you off. The way it was said, it sounded like he was guessing, rather than being told (you are reasonably sure doesn't sound like being told).


dude halfling

Tirion will study the door, determine how it opens and closes -- and if it looks easily do-able, he'll pop the door open a crack, take a peek out, then quietly close it up again.


The door opens quite easily from this side, you see the inside of the fortress. There are a number of buildings. A few of them have ogres huddled in the doorways looking up nervously, apparently afraid of something above them.


The ogre lady up in the air takes a few shots into the breadbasket, and obviously isn't pleased about it. She waves her hands in an odd pattern and mutters some strange words.

Narissa can give me a will save (DC 21).


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

MW Revolver: 1d20 + 15 - 2 + 2 ⇒ (6) + 15 - 2 + 2 = 21 vs FF for 1d6 ⇒ 6 +4d6 ⇒ (3, 5, 1, 2) = 11 SA
MW Revolver: 1d20 + 10 - 2 ⇒ (2) + 10 - 2 = 10 for 1d6 ⇒ 6
Shuriken: 1d20 + 14 - 2 - 1 ⇒ (18) + 14 - 2 - 1 = 29 for 1 damage
Shuriken: 1d20 + 9 - 2 - 1 ⇒ (20) + 9 - 2 - 1 = 26 for 1 damage
to confirm Shuriken: 1d20 + 9 - 2 - 1 ⇒ (16) + 9 - 2 - 1 = 22 for 1 damage

Bander giggles as a shurken smacks the ogre in the face, then he vanishes for a third time


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Will Save: 1d20 + 10 ⇒ (11) + 10 = 21

Narissa grins fiercely at the ogre. "Vybral sis špatnou holku, děvko!"

Attack 1: 1d20 + 12 ⇒ (10) + 12 = 22
Attack 2: 1d20 + 7 ⇒ (11) + 7 = 18
Damage 1: 2d8 + 5 ⇒ (2, 4) + 5 = 11
Damage 2: 2d8 + 5 ⇒ (4, 6) + 5 = 15

Narissa pumps out two more rapid fire attacks, slamming them at the Ogre before pumping more rounds into her rifle. Reload steel swift

Giant:

You picked the wrong girl, b!*$$!

EDit : Accidently edited trying to reply


The people down in the gave hear quite a vigorous gun battle going on above them.

Draingore is able to scale the walls of the fortress unopposed, though some ogres in building B3 see him as he comes over the wall and seem to be getting ready to make a move on him.

The lady up top takes a couple more shots (again, not so pleased).

She then decides to focus on the midget.

Need a will save from Bander (DC 21).


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

just confirming that she can target the invisible bander

1d20 + 7 ⇒ (1) + 7 = 8


Yes they can (see invisibility).

Bander:
You will that your will is no longer your own, and you are instructed to attack Narissa. You will get another save for that same DC.


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

got ya


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

oh you mean now, since it is my turn again...

1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29

does that mean I spend my round shaking it off? or do I get to act totally normally


It appears that since you shook it off, you can act normally.


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Actually, it's Narissa's turn, then your turn. She goes after the ogress, then the round starts over again with you Bander.

Narissa growls at the ogre. "Co se děje fena, se bojíš, aby mě znovu? "

Attack 1: 1d20 + 12 ⇒ (5) + 12 = 17
Attack 2: 1d20 + 7 ⇒ (19) + 7 = 26
Damage 1: 2d8 + 5 ⇒ (8, 8) + 5 = 21
Damage 2: 2d8 + 5 ⇒ (8, 4) + 5 = 17

Narissa pumps out two more rapid fire attacks, slamming them at the Ogre before pumping more rounds into her rifle. Reload steel swift

Giant:

What's wrong b+@#!, you afraid to take me on again?

EDit : Accidently edited trying to reply


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

semantics!

You are talking funny! I can talk funny too!

Halfling:
Booga booga booga!


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

MW Revolver: 1d20 + 15 ⇒ (4) + 15 = 19 for 1d6 ⇒ 1

Bander fires his last shot, then starts to reload.

I can load 1 round as a move?


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Advanced firearms reload fully as a move action (EDIT) usually. :)


The female ogre gets peppered some more, casts one more spell, and disappears.

better side of valor

Since I didn't specify the reload time on a revolver, you can reload it as a move action (which I'll say straight up is damned unrealistic on a peacemaker which is what we're using, I've timed it on mine).


Ninja 10/Halfling Opportunist 5 TRAP SPOTTER IMP invis 10
Stats:
HP 90/123 AC 33(37)/26(-)/19(23);CMD 31 F 10 R 21 W 16(+2 Fear, +2 Poison); Ki 6/7 Init +8 Revolver 6/6
Acro +30 Appraise+21 Bluff +18 Climb +6 Disguise +14 Diplomacy +14 Disable Device +27 Escape +18 Perception +26 Stealth +29 Local +14 Dungeoneering +13 UMD +19 Sense Motive +11 SoH +21 Swim +6[/spoiler]

meh ill take a full round.

retrospect we should have readied to interrupt

Wanna take me back down? or do we stay here?

Bander says as he finishes reloading. He sheathes his gun and picks up the crossbow


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

I would assume that revolvers use speed loaders to cut the time by leaps and bounds, if that makes you feel better. I can see Bander with a dozen speedloaders on his belt. :)


dude halfling

using another Vanishing Trick as a swift action, Tirion stealthily opens the door again, steps out, and closes it...


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Bo looks around at Urga nd the Rangers.. "I suppose it;s now or never.. We should try to bottleneck them here and hopefully Narissa can add some overhead shots.." Bo uses his divine bond to make his revolver keen and actiavtes Power of Faith before exiting the door.. Allies w/in 30' of me get +1 hit/dam/ac/saves vs fear for 10 rounds.. He then pulls his rifle and opens the door for Urga to lead..

Init: 1d20 + 8 ⇒ (12) + 8 = 20 blowing spell buff..

If he gets a surprise he fires at the closest Ogre with his rifle before dropping it and pulling his pistol.. Range is 80'

1d20 + 11 ⇒ (20) + 11 = 31
1d20 + 11 ⇒ (18) + 11 = 29 nice..
Dam: 4d10 + 20 ⇒ (9, 10, 5, 6) + 20 = 50

if no surprise he fires again at the same if its still alive, if not another..

1d20 + 6 ⇒ (9) + 6 = 15 steel rounds
Dam: 1d10 + 5 ⇒ (9) + 5 = 14


Cave People:

OK, have a local combat map for the fort.

The ogres are all inside of buildings and from your angle of approach you cannot see any (you can hold that roll for when you find some).


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

I guess it's move up to B4 untill we meet resistance. Is there a gate or something to the inner fort?


Yes, there's a gate on the inner keep on the wall facing to the SE. Hard to draw with the tools in google drawing though.


Active:
Ext Hero(200m), Ext See Inivis(200m), Height Awareness(90m), Ext Airwalk(70m)
HP 178/192 | AC 49 | T 27 | FF 43 | CMD 41 | Fort +29 | Ref +28 | Will +26 | Init +13 | Perc +28(24) | SM +20
Usables:
Bane 14/15, Grit 5/6, Smite Evil 2/4, Judgement 3/4, LoH 8/8, Divine Bond 0/1, Illum Touch 2/6(+4), Aura of Enlighten 8/8, Swap Teamwork 3/3

Understand.. Ill keep that in mind. He still has a few minutes of flight left.


dude halfling

(round 2 of Vanishing Trick) Tirion will full-round RUN 70' behind B4, moving to the corner close to B3, staying between the building and the cliff (no edit privileges -- cannot move chit on map...)


Tirion:

As you run past B4 you note that the door is open and an ogre is standing in it looking around, but often looking back over his shoulder.

There is a large door on B3, which appears to be a barn, and there are a couple ogres there looking out.

Fixed editing on map


Female Human(ish) HP (11)
Stats:
AC/Touch/Flat 18/14/14 | CMB/CMD +3/18 | Fort/Ref/Will +3/+4/+1 | Init +2
Skills:
Climb 1, Intimidate 3, Perception 1, Ride 6, Survival 9, Swim 6, Prof(Sailor) 2
Gunslinger (Musket Master) 1

Perception: 1d20 + 20 ⇒ (4) + 20 = 24

Narissa attempts to place the creature again, looking for dripping blood coming from mid-air.


Tiefling HP (104/104)
Stats:
AC/FF/T 34/29/19 | Fort/Ref/Will +14/+18/+9 | Init +11

[ooc] ok, it looks like we're all back together I'm not sure of the Init ranking. Dr B, should we all roll, or will you post it? If I'm high, I will probably delay and hit the doorway on b3 with a 20 ft cone[/b]


Everyone on the ground should do init, yes.

Narissa fails to see any blood drops or such, and cannot pinpoint the ogre.

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