The Bonds of Hope (Inactive)

Game Master DireMerc

A group of young heroes are precipitated into an adventure that reveals their true heritage and their destiny.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Fumble: If you roll a natural 1 on your attack roll, make a dexterity check. If you get less than 10 you fumble. If you get more than 10 your attack simply misses very badly. If you roll a natural 20 you get your attack back, roll another attack roll!

Super crits: If you roll a natural 20 on a critical and when you roll another 20 to confirm this is a super crit, increase your weapons modifier by 1. (ex: X2 becomes X3)

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: You are villains. Villains are smart, resourceful and have style! Have you ever seen a memorable villain that could just swing his sword and do nothing more?

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."


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Male Human Follower Alias

Pretty sure Victor's knowledge result is: Yes but ok.

Knowledge Nature: 1d20 + 18 ⇒ (15) + 18 = 33


Yes but the dc for spotting the vine among the other plants was too high for victor to succeed even on a natural 20.


Male Human Follower Alias

Ah, I see.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

"Careful." Cynthia said, speaking up as she noticed the problematic plant. "That vine over there... it's an Asssassin vine. Not intelligent, but they can be both persistent and deadly in their attempts to choke their next meal. I believe destroying it from a distance would be a wiser course of action."


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

"Distant isn't really something I'm good at... And should we kill it? Is it actually evil, or is it clearing the undead out of this place? Given its hoard over there..." she frowns. "Or is it sacrilege to let undead bodies grow flowers without being buried..?


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

"It's a plant. A dangerous one." Cynthia said. "I... don't think morality comes into its actions, really, it just eats things. It's a potential threat to people, though, and I think they are mobile to a certain extent. If we have to move through here in a hurry later, I'd rather not have it wiggling around and snatching someone when we're not paying enough attention."


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven would take their words to heart as she doubted she would be able to fight it off if she was attacked. "Should we avoid it completely or try to use magic on it?


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Flare thought for a moment. "Is it smart enough to stop trying to eat someone that it can't get a good grip on? If it isn't, I could be closer than you guys while you blast it, and Riven could grease me up." she offered. "That'd give us a way to control it to some degree while you guys kill it from range... if you want to kill it. I'm not sure I do. What does everyone else think?"


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

"If we can pass without it attacking I'd rather avoid pointless battle."


There are passages that you can use to go around the courtyard without going into it yes.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Paging everyone else: fight, no fight, or don't care? I try to post that I don't care in rooms when a question comes up, cause otherwise people might wind up waiting on me, and then the whole thing slows to a crawl where everyone is waiting on everyone else!


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Cynthia thinks it's better to clear it, but certainly isn't going to rush over if no one else does. XD


Male Human Follower Alias

Couldn't we just grease a path in front of it, then light the grease and watch as the fire travels up to the plant and sets it alight.


funny enough that wouldn't really do anything cause assassin vines are resistant to fire. As a note since Cynthia pointed out the plant I'd allow the knowledge roll by victor so you would know that. It has resistance to cold and fire 10 and is immune to electricity. Otherwise it is a normal plant that chokes people. Oh and it can cast entangle as a spell-like ability once a day.


Male Human Follower Alias

Thats what I get for being lazy and not checking what Victor would know!!


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

It also depends strongly on the DM as to whether or not grease is flammable :) Ectoplasm is not... but real grease is! Sooo.

Flare sighed softly. "I'm thinking we should just leave it be. Judging by the lack of bodies, it's clearly doing a good job of cleaning out the castle... and given how many undead seem to be roving around, it could last a very long time before it ever needed to leave." Flare said, as she opted to circumvent the courtyard.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Cynthia followed Flare, not entirely agreeing but figuring it was best not to press the matter. People needed to learn how to get along even when they disagreed, after all, and getting upset would just be childish. They were better than that - and still had a mission to complete.


Ok so the main questions now is do you go up to the second floor or down to the basement?


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Whichever way Cynth points her!


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven votes for the second floor first.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

*Puts on Glasses of Intelligence*

I do believe it would be wisest to clear the upper floors first. Assume we're going that way, I guess. ^^


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

"Onwards and upwards it is." Flare nodded as she headed for the stairwell, ready to dip back around the doorframe if blood started welling up again, and polearm at the ready every time she approached anything that might possibly try to kill her.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven followed but made sure to keep enough distance that anything that attacked them would have trouble reaching her, She doubted she'd last another attack.


You head up the stairs near the "blood room" and find a hallway with several bedroom and you open the door at the end of the hall and it opens into a large dining room.

There is a harpy in this room armed with a bow drawn with an arrow notched. She seems to be carefully looking around the room and sees you enter and is quite surprised to see you. She opens her mouth as if to speak but no sound comes out when she does so a fact that seems to frustrate her greatly.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

No singing? That was odd. On the other hand, she hadn't attacked yet, so perhaps this could be resolved peacefully. "Do you understand Common?" Cynthia inquired from her place near the rear of the group.


The harpy stays back keeping her bow ready but nods to confirm she can.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

"Interesting. We don't wish any combat, will you disarm so we may try and communicate peacefully?


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Flare leaned her Fauchard against the wall. "Maybe you guys should check for magic..? She might be cursed, or she might be an illusion." Flare commented. She looked around the room. "She just doesn't fit with all the undead and plant monsters and stuff."


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Cynthia whispered under her breath, casting Detect Magic and searching the harpy for signs of anything that might have been out of the ordinary. Indeed, checking to be certain was always a wise course of action - she certainly had no objections to it.


The harpy lowers her bow a bit aiming at the floor but still keeps it at the ready.

The harpie's bow radiates moderate evocation magic and the harpy herself radiates moderate illusion magic.

Riven only:

Assuming you are still in the back of the group you feel something touch your leg. You quickly look and spot a small figure that looks like a child's toy soldier running away. Make a will save dc 16. If you fail you are fatigued. Regardless of the result of the save Riven loses her voice and can no longer talk.


Male Human Follower Alias

Can I roll knowledge to determine what might be the cause of the silence effect?


When you spot the creature responsible sure right now you can't really tell.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Is Riven able to tell what it tried to do to her? if So:

Riven tries to daze the fleeing target. DC 14 Will save

"Quickly it's getting away, it's what cursed her.

Will save: 1d20 + 4 - 1 ⇒ (17) + 4 - 1 = 20


Quote:
Make a will save dc 16. If you fail you are fatigued. Regardless of the result of the save Riven loses her voice and can no longer talk.


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Alright remove the voice and she'll just fry the thing with lighting lance 2/4 arcane pool left

to hit: 1d20 + 4 - 1 ⇒ (15) + 4 - 1 = 18 V Touch
Damage: 2d6 + 2 ⇒ (6, 3) + 2 = 11

Since she couldn't speak she'd cast hoping the party would at least be able to hear the spell firing off as she threw a bolt of electricity at the small figure.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Flare spun on her heel as she heard the lance and saw the flash, neglecting the Harpy for now, her hand going for the weapon, but not quite grabbing it.


Riven zaps the little wooden action figure and there is a mournful cry. It sounds like a compilation of unnerving childlike whimpers, songs, and sobs.

The harpy has her bow at the ready again glancing all round frightened.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

"What in the world was that..?" Flare asked the group.


Male Human Follower Alias

Is it still there / alive? Can I blow it up now or roll knowledge?


It is a spirit and is incorporeal and invisible until it decides to manifest which should be soon.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

It would seem I am mostly incapable of action until something I can react to happens, then.

Seeing that Riven was targeted by the spirit, Flare quickly casts a healing spell, muttering 'Glorious restoration'. As she presses her hand against Riven's shoulder. assuming she lets her... healing: 1d8 + 3 ⇒ (7) + 3 = 10


Moments later a swirling mass of objects enters the rooms. It seems composed of bones, toys and a blanket.

It forms together in the center of the room creating a human skeleton the size of a small child but were there should be a human skull there is the skull of a fox. The blanket wraps around the skeleton like a robe and 4 toys float around the apparition. A teddy bear, a small wooden horse, a ball and a wooden spinning top.

you all hear the sound of children sobbing coming from the apparition. You also vaguely hear the voice of a singing harpy and of of Riven among others.

Aura of Sobs (Su)
All of the voices that an attic whisperer steals linger around it in an invisible but audible aura of unnerving childlike whimpers, songs, and sobs. Any living creature that enters this area loses the benefit of all bardic performances affecting it and takes a –1 penalty on all attack rolls, damage rolls, and Will saving throws. The attic whisperer can suppress or reactivate its aura as a free action.

knowledge religion dc 19:

This creature has many names but if often called an attic whisperer. There are many variations depending on the situation were it was created but in most cases they are born from children who die from neglect or starvation feeling alone and abandoned. Any creature touched or bitten by an attic whisperer or it's toys will have their voice stolen and sometimes begin to feel tired, this will wear of after a few hours but if you are affected by this effect more than once you could fall into an endless slumber that can only be stopped by a remove curse spell or destroying the attic whisperer. Attic whisperer have no physical form but they can manifest on the material plane trough objects that they were attached to in life. Destroying all these objects will destroy the attic whisperer.

encounter map

The harpy enraged launches a volley of arrows at the apparition. The arrows burst into magical flames as they fly towards their target and two strike while one misses.
attacks: 1d20 + 10 ⇒ (12) + 10 = 221d8 + 2 + 1d6 ⇒ (4) + 2 + (3) = 9
attacks: 1d20 + 10 ⇒ (9) + 10 = 191d8 + 2 + 1d6 ⇒ (7) + 2 + (4) = 13
attacks: 1d20 + 5 ⇒ (9) + 5 = 141d8 + 2 + 1d6 ⇒ (6) + 2 + (2) = 10

Your go.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

Round 1:

Knowledge: 1d20 + 8 ⇒ (12) + 8 = 20

"The toys are tangible, I'm not so sure about the Fox thing. If I understand this haunt stuff right, you break their stuff to end their ties, yeah?" She says as she shifts on her feet, swinging her specialized flavor into both hands as she pulls the grip to the side, swinging for the horse. Her glaive carries with it a contrail of colours as it arcs towards the creature, even as Flare cringed as she's hit with the sounds of suffering children.

Swift=Smite, move into reach range, standard swing. Aura applied.

attack: 1d20 + 5 - 1 ⇒ (6) + 5 - 1 = 10 +3 hit if evil.
damage: 1d10 + 4 - 1 ⇒ (5) + 4 - 1 = 8 +1 damage and bypasses DR if evil. Instead +2 if evil undead.
Finally, +3 ac if this thing is evil, for Flare.


evil and undead both apply but still a miss


Male Human Follower Alias

Victor ignores the creatures aura, aiming to blast it from range as he hurls a bomb.

Bomb: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 2d6 + 4 ⇒ (2, 5) + 4 = 11


Female Human 41/41 HP Level 5 Arcanist
Stats:
AC/Touch/Flat/CMD 19/15/15/16 Fort/Ref/Wil 3/4/4 Init +5
Skills:
Know(Arcana): +12, Know(Engineering): +12. Know(Local): +12, Percp: +10, Spellcraft: +12, UMD: +10

Riven would deny Flare's Healing and once the Spirit appeared she would move back. H3 Currently curse and unable to cast Riven wouldn't be able to do much she use her only spell available again.

to hit: 1d20 + 4 ⇒ (14) + 4 = 18
damage: 2d6 + 2 ⇒ (3, 1) + 2 = 6

1/4


Thalion? If not posted I will bot him and skip cynthia tomorrow morning...I mean around noon when I wake up.


Human Shaman 5 | HP: 24/34 | AC: 16, T: 13, FF: 13 | Fort: +2, Ref: +4, Will: +9 | Melee: +3, Ranged: +6 | BAB: +3, CMB: +3, CMD: 16 | Init: +9 (Roll 2x), Perception: +13 |

Monstrous Insight: 1d20 + 7 + 3 ⇒ (10) + 7 + 3 = 20 4/5 uses remaining today.

Cynthia's eyes flashed slightly as she called upon the powers within her and identified the mass of toys. "That is correct." she answered Flare. "The simplest way to deal with this creature is destroying each object it's attached to." she said as she stepped backwards.

Movement: 5-foot step to H4.


Female Human HP 59/59 PP 9/9 LoH 4/4
Stats:
AC/Touch/Flat/CMD 19/13/16/20 Fort/Ref/Wil 9/10/9 Init +3
Bard 2/Paladin 3
Skills:
+16 Stoneworking;+15 Diplomacy, Dance, Oratory, Sense Motive, +9 Engineering, Religion, +8 Dungeoneering, History, Perception; +7 Climb, Stealth; +3 Other knowledges

I missed the encounter map. Since everyone is clustered around the thing... Flare would have moved to flank. 5 foot to d-5


Victor and Riven both strike the creature and the ball and the wooden horse are destroyed.

Thalion will channel positive energy to harm the creature.

damage: 2d6 ⇒ (1, 6) = 7

will save: 1d20 + 6 ⇒ (20) + 6 = 26

dealing it 4 damage.

The spinning top and the teddy bear move to try and touch victor and Riven to sue their siphon breath ability and the creature moves to F6.

touch attack Riven: 1d20 + 6 ⇒ (3) + 6 = 9

touch attack Victor: 1d20 + 6 ⇒ (4) + 6 = 10

The harpy launches more arrows into it.

attack: 1d20 + 10 ⇒ (14) + 10 = 241d8 + 2 + 1d6 ⇒ (4) + 2 + (5) = 11
attack: 1d20 + 10 ⇒ (3) + 10 = 131d8 + 2 + 1d6 ⇒ (7) + 2 + (3) = 12
attack: 1d20 + 5 ⇒ (5) + 5 = 101d8 + 2 + 1d6 ⇒ (1) + 2 + (2) = 5

landing one hit.

The apparition is damaged you guess it to be at about half strenght already.

your go.

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