Serpent Skull: Dungeon World Edition (Inactive)

Game Master Whack-a-Rogue

Silvio's Map


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The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Hank takes a heretofore unused gadget from his breast pocket, hits two dials and three buttons, and a small light bursts forth from it.

He peers intently at the wall carvings out of pure academic curiosity, and tries to make sense from them.

Spout Lore: 2d6 + 2 ⇒ (2, 1) + 2 = 5

He keeps trying to discern their intent, but a part of his mind just keeps thinking that, looked at the right angel, they look like naughty pictures, and he's not really able to focus on them.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Get dat XP!


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Roman looks around pensive.

GM, I have grand histories of the known world as my bardic lore. Will this help us out?


That's what I was waiting for. ;-) What's your question?


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Roman wonders who created the lighthouse. Thassilonians? Perhaps, Azlanti?


The unfinished lighthouse is of Chelish design. The underground carvings, however, are MUCH older.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Amy looks that the carving trying to remembered where she so saw them.

Spout Lore: 2d6 + 0 ⇒ (5, 6) + 0 = 11

Amy remembers having to study the carvings back in her training in becoming a cleric and the old languages. The meaning slowly started to come back to her.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Without making it obvious that he's doing so, Fleet will check for any skulls that have been killed recently enough that their brains are still intact. It'd be disgusting, but Fleet has stomached worse before, and it may give him information that he needs.

If he finds no brains to eat, the necromancer will search for any alternative exits to this chamber. He felt sure that the woman the Captain was entertaining in the ship was down here, in these caverns. Perhaps she escaped this room and went deeper into the catacombs. He also looks for any bodies that resemble the lady here in the room, in case she met her end here. All things are possible.

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Hank keeps snickering at the wall for some reason.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Amy looks at Hank to trying to figure out why he was snickering.


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

"The lighthouse design is Chelish, but everything else is much older. Can't say much else about it."

Roman walks up to Hank and asks, "What's so funny?" as he looks over the writing himself.

Discern Realities (INT): 2d6 + 1 ⇒ (5, 2) + 1 = 8

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Hank titters. "Ha! Well, you see, if you look at this passage, it looks like she's bending ov--" Hank suddenly notices Amy's attention and coughs twice. "Ahem. Erm, ah, I mean, it, ah, nothing. Nothing at all. I, ah, am not familiar with these "Churlish" peoples to which you refer. So, I, ah, I can not really grab, um, I mean, snatch, UM, I mean, discern, to the thrust, um, I mean, heart, ah, of the matter."

Hank turns beet red and seems utterly fascinated by an intangible quark on the wall.


@Amy: During her religious training, Amy learned about the ways of the gods and goddesses. Such beings possess almost infinite power, and even the destruction of the body is not enough to kill a true deity. In one of the most famous examples, Ydersious (snake-headed god of the now-extict Serpentfolk race) was decapitated by one of the heroes of legend who wielded a sword infused with the essence of the goddess of valor. Ydersious survived the blow and now lies in a long-forgotten sepulcher locked in an enchanted slumber. The carvings on this wall include a repeated motif of a serpent's head.

@Roman: You recognize the writing as the ancient language of the Serpentfolk. As the race has been extinct for thousands of years, the language isn't studied much anymore, but you are able to translate a single phrase. "Only with a sacrifice of blood can the way be opened."


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

Silvio peers over Roman's shoulder and (mostly pretends) to study the symbols. "So, these symbols mention serpentfolk you say? Do they mention anything interesting. Like Silvio or another equally great hero? Or heroine"


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None
Silvio Callgari Pazzi wrote:
"So, these symbols mention serpentfolk you say? Do they mention anything interesting. Like Silvio or another equally great hero? Or heroine"

Roman shrugs. "I have no idea. But for all I know it could be instructions on how to open a door, or a gateway into another world. Hells, it could just be poetic license, and might not be literal at all."

Roman scratched his head in puzzlement.

"Well, regardless, I don't see any easy way for us to defeat those ghouls here. No ancient artifact that can be destroyed, or a necromancer to slay. All rather disappointing really. I think we should get out of here before the undead come back."


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Finding no skulls with any brains in them, Fleet kicks a loose bit of bone aside.

"What do the instructions say, Roman?" the necromancer asks. He's the type of person to gladly cut himself if it meant the possibility of uncovering new knowledge.

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Hank's eyes go wide. "Ah! Serpents. That would explain all those symbols. I thought they looked like pe--ah, um, ah, yes. Of course, of course."


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

It saying that blood is needed to open the tomb of Ydersious or the way to the sword unpowered with spirit of valler. Either we save a god who would be in our debt or find a weapon of great power. Either would be great. says Amy.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Amy looks around for trap door, hidden hallway, or some other sign of a hidden entrance.

dr: 2d6 + 2 ⇒ (3, 1) + 2 = 6


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

(still here, just patiently waiting on a DM update. :) )


Amy's search is interrupted by the sound of approaching footsteps. It seems the ghouls are returning earlier than anticipated. You don't have much time before they're within sight of your position, and there aren't any good hiding places.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

My plant zombie is still cowardly waiting on the other side of the pit, yes? He will be the first line of defense.

Hearing the ghouls approach, Fleet says to the others, "Fight near the pit! We can use it against those clumsy things. Plant-creation! Fight for me!"

KILL!: 2d6 + 2 ⇒ (3, 6) + 2 = 11
Damage: 1d6 ⇒ 3


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Amy cast her light rote spell at the other edge of the gap.

light: 2d6 + 2 ⇒ (4, 2) + 2 = 8

You draw unwelcome attention or put yourself in a spot. The GM will tell you how.

A wall of bright white fire appeared behind the zombie. It reaches up to the roof of the cave and it has whips of flames that shoot out as to grab passing threats.

this should keep them back says Amy

. Amy is touching the floor so thus touching the item(ground) and is containing to one area


Amy's spell quickly shrinks to a fist-sized ball that hovers in the air behind Fleet's zombie (double-check the limits of that rote). While no longer intimidating, it at least allows you to clearly see your enemies - a dozen ghouls. Lurkers in darkness, they despise light and begin to growl at Amy. She clearly just made herself Target Number One.

Lunging forward, Fleet's minion damages one of the ghouls but will quickly be overwhelmed through sheer numbers in mere moments if not assisted.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

"Struggle free! Strike that one! No, not that one!" the necromancer shouts assistance across the pit to his plant zombie from his position of relative safety.

Command, Attack!: 2d6 + 2 ⇒ (1, 2) + 2 = 5
Damage: 1d6 ⇒ 3

Ooh, yeah. If someone doesn't cross the pit and help my zombie, he's in big trouble.

I look around in my pack to find as many torches as I can. I think that's 5, if I recall correctly? DM up to you how many I find. However many that is, I'm going to try and light them all at once, and plant them on our side of the pit, to keep the ghouls back.


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Roman sings a song of valor in the zombie's name.

Arcane Art (CHA): 2d6 + 2 ⇒ (3, 6) + 2 = 11

The zombie will deal an extra 2d4 ⇒ (3, 3) = 6 damage this turn.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

undead: 2d6 + 2 ⇒ (3, 2) + 2 = 7

Amy starts to chant and holds her Darkwood Staff in front of her. Amy moves to stand near the edge to give her spell the greatest effect on the ghouls and to keep them on the other side. Amy is praying that this will buy her group time to find a way out. A light shines from her staff and seems to push darkness away from Amy.

The Exchange

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M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

"We'll, Gentlemen, and Lady, it has been an honor. I never thought I'd die in an ancient underground cavern consumed by zombies, but I suppose if you have to go, that would be one of the top options.

I wish you all the best, until we meet again. In the next life.

...

However, there is one better way to die, and that is by SCIENCE. Fleet, I apologize but this may consume your pet. I regret the loss, but I hope you can replace it. That is, if you can find enough parts.

I've been working on a little project, and I believe the proper term for it is...

dynamite.

I need quiet, please."

Hank gets one of his Explosives out from his pack. He carefully arranges the small red package, lights the fuse, and aims for the rear of the ghoul hoard.

Once it's lit, he throws it as hard as he can.

"You May want to run. And duck."

Having said that, Hank does that. He runs as far back as he can, then drops prone to the ground.

Use of the gadgets with the SCIENCE!: 2d6 + 2 ⇒ (6, 6) + 2 = 14

Oh. Hellz. YES! =D


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

THE DICE ARE WITH YOU!

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

[dice=Wait, there may be some dumb rule about "rolling" my "damage" anyway. In that case they take a Dangerous, Messy,]d8[/dice] points of damage.


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

Silvio places himself infront of Amy to shield the cleric from any charging ghouls that might survive Hank's blast.


Thanks to Roman's magic, Fleet's minion manages to take down a ghoul before vanishing under a pile of ravenous undead (bye bye zombie). With all of them clustered together, however, it's impossible for all of them to evade Hank's explosives. There's a flash of light, a loud *BOOM*, and a shower of blood and viscera. Silvio's clothes are covered with gore, but his efforts successfully keep Amy's clothes unsullied. In the aftermath, it's clear that you've bought yourselves a little more time. While there are still quite a few ghouls, they're now missing limbs and will have difficulty crossing the chasm between you.

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Hank is pelted by a stray left femur and a pair of loose buttocks, but he is otherwise unaffected as he gets up and dusts himself off. He comes back to the group and admires his handiwork, nodding in satisfaction.

"Are we quite certain that there is no other way out of this oubliette? 'Twould seem that any way back would be easier than this way forward. Still, we have the advantage of archers behind a moat facing de-limbed infantry. If you have ranged weapons, then by all means employ them and mayhap we can rid the planet of this horde of flesh-eaters for all time!"

Hank raises his Zero canon and aims at the nearest ghoul still moving.

Gadgets!: 2d6 + 2 ⇒ (1, 4) + 2 = 7

Damage!: 1d8 ⇒ 2

-1 charge. And the device attracts attention.


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Roman laughs at the sight of the big explosion.

"That was amazing! I think I have an idea. I'll try a healing spell on the undead!"

Arcane Art (CHA): 2d6 + 2 ⇒ (1, 1) + 2 = 4

Oh, boy. Well, at least I got an XP out of it. 2/9 XP.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Fleet has no options at this range, so he gathers up what torches he can and makes ready for the ghouls to reach his side of the chasm.


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

Like his companions Silvio also lack any ranged option, other than his disarming smile but something tells him that the ghouls wouldn't care. A human, male or female alike would probably succumb but the undead is a different matter entirely. Instead he takes a few steps forward and readies himself to meet any ghoul that decides to leap forward.


Hank's weapon strikes the closest ghoul squarely between the eyes, and it drops to the ground, motionless. Unfortunately for him, these undead are intelligent, and one of the others picks up a jagged rock and hurls it at him! (what do you do?)

As John weaves his spell, he's suddenly beset with a horrifying realization. While clerical healing is infused with positive energy, bardic magic is not. As a result, the ghouls nearest to the cliff edge become revitalized and charge toward the gap. Amy's protective ward prevents them from touching you, it's unclear if she possesses enough strength to keep it up when multiple bodies forcefully slam into it.


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

"Stand fast, Amy! Drive them into the chasm!" the necromancer urges. He keeps his lit torches at the ready.


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

"Did - did I get 'em? They don't look like they're being rend asunder by healing magics."

Roman drew his sword as the undead approached the barrier.

"Uh - will our swords go through?"

One of the undead howled at him, and Roman stabbed at it with his rapier through the barrier. Or tried to, at least. This might not work at all.

DEX (hack and slash): 2d6 + 2 ⇒ (2, 4) + 2 = 8

Dungeon World wrote:
✴On a 7–9, you deal your damage to the enemy and the enemy makes an attack against you.

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Hank looks worried as the ghouls charge Amy's barrier in a group. "Oh dear. I shall have to try the SCIENCE again."

He extracts another of his explosives and tries to catch another group of ghouls in it's blast radius.

volley with SCIENCE!: 2d6 + 1 ⇒ (1, 6) + 1 = 8
Damage!: 1d8 ⇒ 5

Explosive, messy. -1 ammo

Unfortunately in his his hurry to try and eliminate the ghouls, he was completely oblivious to the impending danger of the rock-thrower.


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Forgot to roll damage.

Damage: 1d6 ⇒ 5


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

Silvio bravely strides past the barrier to finish off the closest ghoul and meet the threats head on.

Hack and slash(?): 2d6 + 2 ⇒ (1, 1) + 2 = 4
Possible damage: 1d8 ⇒ 1

Ouch, that is not good.


The ghouls leap across the chasm and slam hard into Amy's protective field. While they're unable to cross the affected area, the shock forces Amy backward as she fights to keep her chant going. As it flickers dangerously, Roman and Silvio lunge out and stab the closest undead. Then Hank's bomb goes off, scattering bloody chunks everywhere once more. Silvio's hit directly in the face by a gob of flesh, and in his surprise, he steps a little too far away from Amy. Instantly, he's held fast by multiple razor-sharp claws, and he can see serrated teeth heading for his head. Ghouls are brain eaters, and like everything about the great Silvio, your cerebellum will be very tasty....

Roman is fortunate enough to escape with only a minor gash on the arm (for 1d4 damage), but his aggressive act means Amy's ward can no longer protect him. As for Hank, that rock hits you hard enough to make you see stars (take 1d4 damage and the shaky condition).

The ghouls' ranks have been thinned, but there are still quite a few of them left. Most of them have crossed the gap by now, and Amy's protective light is fading. What do you do?

The Exchange

M Human | Charges: 0/3 | Gadgets: 4/4 | Ammo: 2/3 | HP: 16/19 | Armor: Wait, what? | XP: 11/8| LvL: 1

Nasty damage: 1d4 ⇒ 2

A rock the size of a fist strikes Hank across the forehead, opening a nasty gash. Hank shakes a fist the size of a rock at the offending ghoul.

Then he realizes that Silvio is sorely besieged. "Have no fear, Silvio. THIS will stop them!"

Hank razes his Zero Cannon and cranks not one but -several- nobs up to their apparent maximum. The coils spin and an etheric blue energy buzzes around the exterior. If you listen hard enough, you swear you hear a rising crescendo of trumpets in the background. He cries triumphantly, "Watch this!"

SCIENCE!: 2d6 + 2 ⇒ (3, 1) + 2 = 6

As the energy dissipates and the device no longer shows signs of life, Hank starts yelling "No no nononono no no NO!"

Then he wanders to the back of the chamber and sits down, apparently messing with several nobs. You swear you can hear him cursing something called a 'flux capacitor' and how he 'never should have trusted' that 'crazy old man'.


HP 15/20 | Armor 0 | Damage 1d6 Cleric 2 (6/9 XP)

Amy cast fear on her staff but it seems to just blink and then dim.

fear: 2d6 + 2 ⇒ (1, 1) + 2 = 4


Necromancer 2 | 13/17 HP| 3/3 zombies available, 1 zombie active, 3 control | Str 0 | Dex 0 | Con 1 | Int 2 | Wis 0 | Cha 1 | 5 XP

Feeling desperate, Fleet spins and flees down into the culminating room at the end of the hallway, where Roman had been reading the inscriptions. He leaves all the torches behind but one, having propped them up so they are facing outward and upward away from his friends, forming a feeble wall of fire that may slow the ghouls down...he hopes. If his friends call after him for running, he pays it no heed.

Reaching the wall at the end of the line, he scans it. Serpent heads abound everywhere. What was it Roman had said? Something about a sacrifice of blood opening the way?

Well, we need a way opened now... he thinks to himself. He pulls out his sacrificial skull dagger from its self-cleaning sheath and regards it a moment. The sounds of desperate battle from the hallway behind him spur him to action. He drags the blade across his left palm, opening a shallow cut that bleeds as he flexes his muscles.

Looking up at the wall, the necromancer finds the largest and most central serpent head carving that he can find. If its mouth is open, he smears his blood into its open mouth. If the carving depicts a closed-mouth snake he will just smear his blood over its head in general. Here's hoping I get lucky... the necromancer thinks to himself, wincing at the pain in his hand.

How much damage did I self-inflict, DM? And what happens?

If something happens in response to that, I'll call out to the others to get them to fall back to this room.

If nothing happens, I'll curse and grab my hexed canopic jar, opening it and spilling a corpse out onto the ground. At that point I'll roll to create a zombie so I can contribute to the fighting again. I'll only make that roll if nothing happens in response to my blood sacrifice, though.


Stats:
HP 14/18, Leather Armor 1 | STR (+0) DEX (+2) CON (+0) INT (+1) WIS (-1) CHA (+2)
Male Human Bard 2 | 7/9 XP | Effects: None

Damage: 1d4 - 1 ⇒ (4) - 1 = 3

HP 15/18

Roman gasps in pain from the ghoul. But he realizes that the one in real danger is Silvio.

The bard belted out a song of the legendary swashbuckler's exploits.

Arcane Art: 2d6 + 2 ⇒ (5, 3) + 2 = 10

Silvio gains 2d4 ⇒ (4, 3) = 7 forward to damage on his next hit.


Human Rogue 4 Fighter 1 | AC 16 (17 when dual wielding) | hp 39/39 | hit dice 4/4d8, 1/1d10 | Second Wind []

Finding himself on the business end of a set of ghoul teeth Silvio quickly searches his belt of implements. He comes up with his waterskin which he quickly jams inside the ghoul's maw, and is shortly there after splashed by a refreshing spray of clean spring water as the undead clamps down the canister instead of his head. His luxurious water soaked locks of perfect hair glint alluringly as the brave chelaxian steps into action. With a well placed knee he stuns his foe momentarily long enough to free his arm. Free to move the dashing hero then drives his forearm into the waterskin smashing it into the skull of the ghoul. Bolstered by Roman's retelling of his past exploits Silvio is able to put some much needed extra force into his attack.

Subtracting one use of my adventuring gear
Dice roll (hack and slash?): 2d6 + 2 ⇒ (4, 1) + 2 = 7
Damage: 1d8 + 7 ⇒ (4) + 7 = 11

Thanks Roman! :)


Amy's staff flickers for a moment, and then her eyes grow wide. Her normally-comforting staff has morphed into the most terrifying thing the Cleric has ever seen! (You're being affected by your own spell. Defy Danger won't work here; you'll be subject to its effects as specified in the spell description) Roman's song inspired Silvio with feelings of greatness, and with his assurance renewed, the Dashing Hero cleaves a swath through the ghouls. He suffers wounds in return, but his story is far from over (take 1d4 damage).

The remaining undead continue to press forward, and with multiple members of your party incapacitated, things are beginning to look dire. That's when Fleet sprinkles a few drops of blood into the mouth of a serpent carving. With a dull rumble, the panel swings open to reveal a hidden passageway. There are familiar footprints leading inside.

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