Star Wars: Chronicles (Inactive)

Game Master DM Xyro

Star Wars: Chronicles is a Star Wars RPG campaign using the Edge of the Empire/Age of Rebellion/Force and Destiny rules from Fantasy Flight Games (https://www.fantasyflightgames.com/en/products/#/universe/star-wars).

The concept of this campaign is episodic (taking place after the Battle of Yavin, during the time of the Episode 4-6 movies), similar to the style of the Star Wars: Rebels television series. The characters will be making a living for themselves any way they can as well as taking the odd job from the Rebel Alliance to further the aims of the Rebellion.


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Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

"Agreed." Djebelle pouts, thoughtfully. "Let's wait for them to respond to what I said before we do anything."

The purple-haired girl calls over the internal comms system "You OK, h- Kara? Trust me, no one's going to give you up to the Imperials." She does her best to look fierce.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

The comms crackle with the terse response: "It's not up to you, Djebelle, we...THEY don't ask, they take."

Silence, then...

'but...thanks...'


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

Djebelle beams: "Isn't she a nice girl?" She has sufficient sense of self-preservation to ensure the comm is off so Kara doesn't hear her.

Nibbling thoughtfully on a lock of her purple hair, she considers what Kara said. "She's right, though - they do take without asking. I might have to do something about that." Djebelle has spent most of the last three years poking around the galaxy on her own little quest. The greater events have largely passed her by (with the exception of the Alderaan cataclysm).

Perhaps this needs to change. She sits silently in thought for a while as she waits to see what happens next.


You continue flying for several minutes with no response from the Imperials. Their trajectory seems to be taking you further from the asteroid belt. If you were going to do anything, you feel now would be a good time, before they joined with their parent vessel and it was still out of range.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

"Jan, Kellen, break this off. We don't want to get any closer to the ship that brought these here!" Kara swivels her guns to get a decent lock on the Tie fighters.

here we go..."


Male Human Smuggler (scoundrel) Wounds 12/12 Strain 12/12 Defense 0 SV 3

"Lets do this!"
Kellen sits and starts scanning for other hostiles, specifically the mother ship the TIEs cam from
Computer roll Avg Diff-0 successes, 2 advantage
if possible will add boost dice to the gunners as the scan helped the target lock.


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

Djebelle looks with disappointment at the comms as it becomes clear that she isn't going to get a reply. Switching on the internal com-link, she reports to the others "Diplomacy isn't getting us anywhere. Kellen, can you jam their communications? We have to stop them reporting once we open fire. Kara, Tall and Mysterious: you know what to do. May the Force be with you both."

Aware that she is now very much a passenger, Djebelle sits quietly next to Jan'Tar and watches intently.


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Taking a deep breath to steady her nerves, Kara' thumbs depress the firing switch...

Bright blue energy lashes out from the guns of the freighter, but Kara underestimated the range, firing short. 'next time...'

"Watch the range! it's further than it looks!"

firing on TIE Fighter (not practice) removed 1 setback

Give myself a Boost die next turn (2A), and a Boost die to the next PCs roll (1A).

Fired once, then re-rolled minus the setback for defense they might get for agility. Assumed they weren't ready and not dodging. Let me know if the dice were correct.


"Well, here goes nothing, I suppose," Arannis mutters to himself as he causiously tries to take aim and even more caustiously pulls the trigger that activates the laser cannon. There is a small smile forming on his lips as he does so, but that is more due to Djebelle's well-wishes rather than any expectation that he will hit his target; truth be told, it has been quite some time since he last heard those particular words of encouragement.

"Like this, Kara?" He pauses for a brief moment before adding, "Or is Lt. Savyn preferable?"

Action: Fire on TIE/rc fighter - Gunnery [2 Successes]

I think I have done it correctly...? First time actually rolling with this ruleset, so not sure.

So, this means 6 + 2 = 8 damage is inflicted?


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Looks right, DM Ark will let us know if difficulty dice are right.

Okay, I have to do it...

"Don't get cocky!" and after a pause: "Kara is fine, I guess."


Male Human Smuggler (scoundrel) Wounds 12/12 Strain 12/12 Defense 0 SV 3

queue this for my turn
"jamming comms, they have some pretty tight gear but i may have blocked their targeting"

Computer check to Jam, 0 successes, 1 advantage

lets apply the advantage to Jan's piloting check


Kara's shot came close to striking the TIE, but missed just enough that the pilot's reactions threw him right into the path of Arranis' guns. A quick squeeze of the triggers at that moment and the fighter exploded into several pieces.

As the ship exploded, Jan flipped the freighter around in a spiral, heading for the relative cover of the Roche field at full burn. In an instant, the remaining TIEs had pulled tight turns and were in rapid pursuit trying to close the distance to secure a targeting solution.

The fighters are now chasing you at Medium Range. Go ahead and roll initiative, but you get one more round before that'll take effect. This one, you get to go, then the Imps. :)

BTW, this was ready to post about 6 hours ago..... However, my iPad failed to be able to connect to the wireless at work. Go figure.... LoL


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

'cmon dammit...just a bit...more...' Kara holds her breath as she depresses the trigger on her lascannon. She watches as the nimble ship darts right into the path of her guns.

firing on TIEs
Pretty sure that we have to add one Setback die for their agility, so I added it.

"Yeah! Eat that!" She yells.

Should be a Vigilance roll for Initiative.

Vigilance check Sweet! 4S!


Hearing Kara's excitement, Rann smiles to himself as he keeps his eyes on the laser cannon's targeting screen. A deep breath later, he presses the trigger, once again managing to hit the agile smaller craft. Scarcely believing it himself, he shrugs; perhaps the Force is indeed with them after all.

Action: Fire on TIE/rc fighter - Gunnery [2 Successes]

Damage: 8 (6 + 2)

Initiative - Vigilance [2 Successes, 4 Advantages]

Spending 2 + 2 Advantages to add a Boost die to ANY two allied characters' next skill check (Jan'Tar, Kellen), at least if this is how it works anyway...


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Not on the Initiative check. All that counts is the Successes, the Advantages act as a tie-breaker. Order is determined by number of Successes. BUT - it's not personal Init. So Kara's 4S doesn't mean she goes first, it mean we have a PC slot first - anyone can take it. So we are rolling to determine where the slots (PC vs NPC) fall in Init order. If the Bad Guys also get a 2S roll, then your your 2A will be a tie-breaker.


Ah, gotcha. Thanks. :-)


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

Do I roll initiative as well? There's literally F-all I can do at this stage...


Everyone rolls, it establishes the order of the slots, as I stated above.


Male Human Smuggler (scoundrel) Wounds 12/12 Strain 12/12 Defense 0 SV 3

Vigilance 1 success, 2 advantage and 1 triumph. I just realized my cool is better, next time i will roll that for initiative.


Kellen, you don't get to choose. Vigilance is used when you know when something is going to happen, Cool when you are 'surprised'. It's a bit convoluted, but DM Ark can clarify. DM Ark - I found in my game that it helps to say specifically which skill to use, easy to forget when Pathfinder just has a simple roll.


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

Vigilance check: 1 success, 1 advantage


based on the text in the sidebar on 199 of the edge of the empire rule book I can see this being either. As we had the surprise and attacked I could see how it played into cool but also that vigilance was appropriate also. In the end it doesn't really matter to me, I will just roll vigilance to make it standard unless it is and obvious ambush or prepared situation. I am still fully learning the mechanics and I appreciate the input. Also I think you got your statement backwards, Cool is for the expected an vigilance the unexpected.


Probably, I don't have a book in front of me, and I get those backwards all the time.


As the imperials open up with their guns, Jan throws the freighter into a tight spiral and then a loop to avoid the fire. Green bolts of energy glance off the deflector shields, barely penetrating and not even leaving a noticeable burn on the hull.

As the ship comes out of the loop, one of the opposing fighters drifts right into Kara's line of fire as she pulls the triggers on her cannon and the small vessel erupts like a firework as it is caught dead center. The loss of his remaining wingman seems to startle the last pilot and he swerves away from the pursuit, unfortunately taking him right into Arannis' gunfire. The line of fire from Arannis' guns shears through the port wing of the fighter and it tumbles in a spin for a moment before exploding as well.

The intensity of the last few moments give way to the realization that larger and larger rocks have been hurling past both gun turret, some bouncing within inches of the plexan view ports. Jan's voice comes over the comm, addressing Arannis and Kara in particular. "You folks may want to skinny back out of those turrets. Lots bigger rocks are coming and on the off chance I get too close to one, I wouldn't want it to knock a turret off with one of you in it.

I'm following the beacon to the base, but it looks like it may be a bit tricky to get there. Everyone buckle up!"

I apologize for the rough start as I get used to the combat/initiative, etc.... I'll get better, I promise. :)

I haven't seen anything from Jan, so I'll be NPCing him for a bit, just in case. And, looks like won't need the initiative rolls after all. :)


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

"The turrets are the least of our worries Jan." Kara growls over the comms. Nevertheless, she moves quickly to get strapped into a chair in the main cockpit.


"Well, that did not go so badly," Arannis remarks as he vacates the turret and moves to sit and strap himself in securely. "It would be quite ironic if we survived the TIEs only to be taken out by big chunks of rock though..."

He looks at the others then and smiles. "Not that I expect such a thing to happen, of course."


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

Djebelle looks wide-eyed at both Kara and Arannis as they return to the cockpit "Good shooting! Now we just need some good piloting..."

She grins. "Exciting, isn't it?"


Male Human Smuggler (scoundrel) Wounds 12/12 Strain 12/12 Defense 0 SV 3

"Lets get to that base and out of sight before mama bear comes looking for her cubs."


The next few minutes are a bit harrowing with several close calls and ricochets of small rock chunks off of the hull and shields. As the asteroids thin a bit, You notice that the signal beacon has led you to an hourglass-shaped asteroid. Points of light penetrate the asteroid's outer crust, highlighting air vents and repulsor-beam projectors. As your ship circles the spinning chunk of rock, you notice an opening in the asteroid's side. It appears to be a hangar bay, and several figures can be seen moving about within its lighted interior. As you approach, your com unit crackles to life.

"Freighter, identify yourself immediately and state your business."


Male Human Smuggler (scoundrel) Wounds 12/12 Strain 12/12 Defense 0 SV 3

"This is the Kessel’s Folly, we have an appointment to transport some cargo" says Kellen into the comm pausing slightly at the word cargo to highlight the significance of it's generality.

turning to the others with a chuckle, "I hope they have our name right on the reservation"


"Yes, here is to hoping then," Arannis says not without mirth, as if offering a toast. "After all, getting shot by two different and opposing factions in one day is a bit too much, yes?"

He then adds with a shrug, "It would certainly be another first for me alongside shooting at TIE fighters anyway..."


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Kara grimaces. 'no going back now...' she thinks to herself. To Kellen, she says: "Check the sensors, make sure we aren't being followed!"


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

Djebelle smiles into the comm-link, making sure her dimples are showing; not that it makes a difference as such, but she's sure that it conveys something just by her tone.

"Hi, we've just had a tangle with some Imperials, we'd be grateful if you'd let us in please. You should be expecting us..."

Charm: 1 Success, 2 Advantage


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

Having not heard from ARknight, I will GM for now as I really want to see this game go somewhere. If Jan does not show back up shortly we will recruit again.

"Freighter Kessel's Folly you are clear to land" crackles across the comm.

Jan's Eye moves to the center of the wildly spinning asteroid where the hanger's small entry lies open.
"Hold on this will be fun" he says while pushing the ship forward. After a tense moment Jan lands the ship with a 360 barrel roll and a laugh.

Across the comm, "Nice flying freighter pilot, park her anywhere. Feel free to stretch your legs, an escort will arrive momentarily."


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

'seriously? a barrel roll? no damn time for showboating' Kara unstraps from the gun and goes up the ladder to the main deck of Kessel's Folly. She gives a quick nod to Arannis, then goes to her bunk for her gear.

'UH-8...check. blaster...check. knife...check.' She goes over her armor, making sure everything is secure, then she clips her helmet to her web gear. Slinging the blaster rifle over her shoulder, she calls over the comm.

"Ready. Let's see what this is all about." She says as she strides down the ramp.


"Yes," Rann agrees as he follows her, "let's." He follows those words with a shrug. "Since I have found myself along for the ride, I may as well see what all the fuss is about, yes?"


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

As you emerge from the ship you see Kellen and Jan at the end of the ramp looking over the ship for damage. The small hangar bay appears functional and efficient. A control tower juts out over the hangar deck. Apparently carved and hollowed out of the natural rock, the bay barely holds your ship. While the ceiling rises high overhead, the walls remain uncomfortably close. A mixture of instrument panels, cooling veins, and patches of natural reddish-brown stone cover the bay walls. A wide stone passage leads out of the chamber. As you emerge from your craft, you are greeted by an excited squeak. Three tall insectoids which you figure must be Verpine scurry out of the passage toward you. The Verpine are clearly exited and having a discussion in there own language. As they approach they begin bombarding you with questions speaking in broken common. One of the Verpine seems to be senior to the others and speaks in nearly unaccented common.

"What powers this ship?" asks one.
"What is the inertial dampener coefficient? How to counteract gravitational energy?" asks another.

Jan and Kellen try to answer them as best they can but they are clearly over there heads when discussing the engineering side of spacecraft design.


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

Djebelle is just as interested in the Verpine as they are in the ship. "Oooh, haven't seen many of you! What's your language? And your social structure? Which of you is in charge?" She grins, thoughtfully "And is it true that you're... hermaphroditic?"

She chatters away in this manner until something significant happens that requires her attention.

Charm Check (3 Successes)


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Kara just rolls her eyes at Djebelle's chatter. The Chiss soldier keeps a close eye on the proceedings, standing slightly back up on the ramp to give herself an advantageous observation point.

Perception 5S, 3A


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

"You know much about my people, my name is Suskafoo" The senior verpine says to Djebelle.

"These are my associates, Siss and Kraz. the wish to look at your ship if that is acceptable"

With this Jan nods and takes the others aboard.

kara:
you notice a commotion in the corridor leading into the bay, a figure is approaching and others are getting out of his way


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Kara takes special note of the newcomer, adjusting her position to get a better look. She whispers into her comm headset. "We've got company incoming. Appears to be a big cheese of sorts."


"Oh," Arannis mutters simply as he turns to look around and then towards where the commotion seems to be. "Now, who might that be I wonder?"


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

Another figure, dressed in a simple brown tunic and matching cape, emerges from the corridor. The figure's head resembles a four-tentacled squid. He focuses his attention on Suskafoo and utters three sharp sounds. Suskafoo chirps an angry reply, waves his antennae at you, and quickly exits the chamber.

The alien watches the Verpine disappear down the corridor, then turns to you. "Greetings, I am Lieutenant Salin Glek, aide to Commander Ackbar," he says in halting Basic. "I trust you have a prime reason for jeopardizing the security of this base?"


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

"Wh- huh - what?" Djebelle is nonplussed.

Attagirl, nice and eloquent - not

Taking a deep breath and nibbling thoughtfully on a strand of her long, purple hair (a sure giveaway that things aren't going to plan), Djebelle thinks quickly. She could use her Force powers to persuade him that everything's fine, and she's tempted to do just that; but she represses the urge. This time, she really is meant to be here, and there must be some glitch in communications. She hopes. So she actually doesn't need to lie... It's a novel concept, but telling the absolute truth here might just be the best way forward.

"The Alliance sent us - we're supposed to collect Commander Ackbar and a prototype and escort and guard them to their next destination. I've got the paperwork and everything... well, I haven't, I'm not really into details and things - but I'm sure Kara there has. Have you met Kara yet? Let me introduce you: Lieutenant Salin Glek, this is Lieutenant Kara Savyn, late of the Imperial army; but she's not with them any more, obviously! They had a falling-out and now she's with us. She's handy to have around, and she's really into details and things, it probably comes from her time in the army - I'm more of a people person." She gives him her best smile.

Charm check

1 Success, 1 Advantage, 1 Triumph! (assuming 2 difficulty)


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Kara Savyn looks daggers at the female human. Thoughts of using her combat knife run in her head...

When the creature introduced him?self, all Kara wanted to do was melt away into the shadows of the hangar. 'Great. Security breach! And a nice Chiss Imp soldier all strolling down the ramp.' Then Djebelle started talking, and wouldn't stop...

Kara waits to see the reaction...'it's always this way, isn't it?


Rann stifles a chuckles, or at least tries to. Some of it does escape despite his best -well, not his best- efforts. "Perhaps you would also like to know that we ran into some TIEs on our way here," he adds, certain that the information is of interest to the one called Salin Glek. "But thanks to Kara and her aim they are one less thing to worry about, at least for the time being. None escaped to report back."

Perhaps this little tidbit will balance the fact that the Chiss woman used to be with the Imperial Army a little.

Not really sure if a roll is required and if it is, what skill should be used. I will be happy to roll if needed and if you can tell me the best skill associated with what Arannis is doing (basically Diplomacy in Pathfinder terms, I believe).


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan
Arannis Crane wrote:

Not really sure if a roll is required and if it is, what skill should be used. I will be happy to roll if needed and if you can tell me the best skill associated with what Arannis is doing (basically Diplomacy in Pathfinder terms, I believe).

I would say negotiation is the closest to diplomacy, no need to roll for normal conversation, unless you are really trying to alter the situation

Djebelle Torr wrote:

(assuming 2 difficulty)

great, always roll using average and i will adjust unless you know what the real diff should be


Destiny Pool: 0 Light / 7 Dark - Kessel's Folly Stats & Deckplan

"Argh, an Imperial officer here! What have you done? TIEs in the system!" he shrieks as his tentacles quiver.


Female Human Sphere-cleric 2 | HP 18/18 I AC 18 | T 11 | FF 17 I CMB +3 I CMD 14 I Fort +4 | Ref +2 | Will +8 I Init +5 I Percep +3 I Spell pts 6/day I Channel energy 5/day |

I wasn't sure what skill I should use, so I went with Charm; that roll would work for Negotiation as well, I have the same for both.

Also, forgot to add previously that my Kill with Kindness power lets me remove 1 setback die (caused by, say, mentioning that Kara is ex-Imperial) from the roll :)

Also, also: come on, I rolled a Triumph! Is that roll going to mean NOTHING?


Female N Human Envoy 1 (Outlaw) | HP: 10 Stam: 6 Resolve: 4 | EAC: 13 KAC: 14 CMAC: | F:+0 R: +4 + W: +2 + | Init +2 | Perc: +0 SM: +4 | Active conditions:

Heck, the Triumph may mean he doesn't have me shot on sight. This is a secret location, after all.

"Former Imperial officer. If I wanted this Ackbar and your precious prototype, rest assured you'd only know when my former team and I had our knife at your throat." Kara growls. "As for the TIEs, we had nothing to do with that. Routine patrol. Best send your recon teams out."

Kara folds her arms and tries to look pissed. Non-threatening, but pissed.

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