The Fourth Crusade

Game Master Desriden

The Fourth Crusade is a high-level adventure tied to the Worldwound and Mendev in the Golarion setting.


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Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Sparel looks around for something dense approximately 375 lbs. Like a boulder or something.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Sparel pantomimes pulling his sword from the scabbard without actually touching it. The sword silently moves of its own accord as Sparel pantomimes. With a few flicks of his wrist the sword moves through a very controlled pattern in the air before Sparel.

Sparel looks at his companion with a bemused look in his face.

:: I dont run out of options. :: he thinks matter-of-factly.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Darnak just nods in satisfaction, still unable to fathom the measure of power the elf possesses. I'm glad he's on my side.


Male Human Cleric 3 - Unholy Barrister

The shadow dancer couldnt help but laugh and shake his head at Sparel's anitcs.

::So we keep moving and slaying beasties and that will weaken the tree? Easy enough.::


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Malak Jaedoom wrote:

The shadow dancer couldnt help but laugh and shake his head at Sparel's anitcs.

::So we keep moving and slaying beasties and that will weaken the tree? Easy enough.::

::Thats my best estimation. ::


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

::"No time like the present.":: Darnak brings the tip of his hat down a bit and moves out.

I'm gonna guess we'll be needing intiatives soon, so, will roll: 1d20 + 4 ⇒ (5) + 4 = 9


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

initiative 1d20 + 6 ⇒ (5) + 6 = 11


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

1d20 + 64 ⇒ (17) + 64 = 81 Perception from when I entered the room

1d20 + 10 ⇒ (15) + 10 = 25 Initiative


Initiatives and Perceptions are good. Also, let me know how you are crossing the room, slowly and methodically, a rush, flying, teleport, etc.

There aren't boulders, but some fallen tree trunks fit your weight limit, Sparel.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

;;Lets get back to back, Gentlemen. We'll form a perimeter and cautiously cross the room.::

Edit:
;;Or I can simply take us all to the other side of the room via my dimensional doorway. (AKA dimension door)::


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

::"Thad and I will hang back. No sense in us getting too close, though I also do not intend to be to far away from you all, should we require aid. I can handle myself just fine in close combat, but Thad's too old to be hitting things in the face":: This last is clearly in good fun.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Darnak ponders Sparel's options. ::"I'm for cautiously. This way, we're not for walkin' into 'n ambush once we step through yer door."::


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Darnak Deepstone wrote:
Darnak ponders Sparel's options. ::"I'm for cautiously. This way, we're not for walkin' into 'n ambush once we step through yer door."::

::Fair enough. Lets be off.:;


Male Human Cleric 3 - Unholy Barrister

::Cautiously but not slowly brothers. Else even something as a 'shambling mound' might catch us'. Not quite a threatening adjective that. Shambling that is. Well? Shall we?::

Malak begins making his way across the chamber with the others.

Perception - 1d20 + 24 ⇒ (5) + 24 = 29

Initiative - 1d20 + 7 ⇒ (15) + 7 = 22


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

Perception 1d20 + 48 ⇒ (8) + 48 = 56
Initiative 1d20 + 6 ⇒ (14) + 6 = 20

Thad follows along behind, being slightly more wary of his surroundings and feeling the shift in the floor. He actually wonders if there is any particular intelligence in the tree that is shifting the room, and wonders if it has been responding to them.

sense motive 1d20 + 37 ⇒ (18) + 37 = 55


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

As we near the moving wood Sparel Says a few words, glows lightly, then returns to his normal coloration.

Cast Magic circle vs evil on himself and everyone within 10 feet of me is protected from evil. Lasts 150 min or 2.5 hours.

Protection From Evil:

School abjuration [good]; Level cleric 1, paladin 1, sorcerer/wizard 1 casting Time 1 standard action
components V, S, M/DF
range touch
Target creature touched
duration 1 min./level (D)
Saving Throw Will negates (harmless); Spell resistance no; see text This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the subject immediately receives another saving throw (if one was allowed to begin with) against any spells or effects that possess or exercise mental control over the creature (including enchantment [charm] effects and enchantment [compulsion] effects). This saving throw is made with a +2 morale bonus, using the same DC as the original effect. If successful, such effects are suppressed for the duration of this spell. The effects resume when the duration of this spell expires. While under the effects of this spell, the target is immune to any new attempts to possess or exercise mental control over the target. This spell does not expel a controlling life force (such as a ghost or spellcaster using magic jar), but it does prevent them from controlling the target. This second effect only functions against spells and effects created by evil creatures or objects, subject to GM discretion.
Third, the spell prevents bodily contact by evil summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against
or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Magic Circle VS Evil:

mAgic circLE AgAinST EViL
School abjuration [good]; Level cleric 3, paladin 3, sorcerer/wizard 3 casting Time 1 standard action
components V, S, M/DF (a 3-ft.-diameter circle of powdered silver) range touch
Area 10-ft.-radius emanation from touched creature
duration 10 min./level
Saving Throw Will negates (harmless); Spell resistance no; see text All creatures within the area gain the effects of a protection from evil spell, and evil summoned creatures cannot enter the area either. Creatures in the area, or who later enter the area, receive only one attempt to suppress effects that are controlling them.
If successful, such effects are suppressed as long as they remain in the area. Creatures that leave the area and come back are not protected. You must overcome a creature’s spell resistance in order to keep it at bay (as in the third function of protection from evil), but the deflection and resistance bonuses and the protection from mental control apply regardless of enemies’ spell resistance.


How close is everyone going to be?


Also, do you plan to fire on anything that moves or try to avoid attacks as long as you can?


Good thinking Thaddicus

Thaddicus, the plants behave as if they have be awakened through magical spells, not the normal process of a plant-based creature. That means they are under the spellcaster's control. You can see from their behavior they are on guard duty.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Since Sparel cast Magic circle, we'll stay within 10' of each other and if something gets in our way, we kill it. Sound good to you, fellas?


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
GM_Arbiter wrote:

Good thinking Thaddicus

Thaddicus, the plants behave as if they have be awakened through magical spells, not the normal process of a plant-based creature. That means they are under the spellcaster's control. You can see from their behavior they are on guard duty.

Spellcraft to realize that. Perhaps even if it's a caster or something more powerful, like the seed.

1d20 + 29 ⇒ (13) + 29 = 42


Sparel you realize this guard effect is by magics far too weak to be from the seed. This likely is from spell-like abilities of some creature nearby.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

;;This is not the work of the seed. THis is the work of some sort of creature nearby.;;

Sparel thinks to himself (and the DM)
What kind of creature might be capable of such a thing? Treant? Druid? Though the creature would have to be evil in nature. Sparel scrolls through is vast storehouse of knowledge on the subject.

If this is to broad of a question that's fine. Just thought I'd ask.

TKG:

Knowledge Arcana 1d20 + 24 ⇒ (8) + 24 = 32
Knowledge Dungeoneering1d20 + 17 ⇒ (20) + 17 = 37
Knowledge Engineer1d20 + 17 ⇒ (14) + 17 = 31
Knowledge Geography1d20 + 17 ⇒ (8) + 17 = 25
Knowledge History1d20 + 17 ⇒ (19) + 17 = 36
Knowledge Local1d20 + 17 ⇒ (16) + 17 = 33
Knowledge Nature1d20 + 17 ⇒ (3) + 17 = 20
Knowledge Nobility1d20 + 17 ⇒ (1) + 17 = 18
Knowledge Planes1d20 + 34 ⇒ (12) + 34 = 46
Knowledge Religion1d20 + 29 ⇒ (8) + 29 = 37

Sparel looks around as he thinks for the source creature. per cep 1d20 + 24 ⇒ (19) + 24 = 43


Male Human Cleric 3 - Unholy Barrister

Malak will hold off on attacking anything unless it gets way too close.

::Oh? There's a hidden enemy nearby pulling the puppet strings of these ever so quick shambling mounds? Well where is he so we can dispatch him and be on our way already?::

The elf was enjoying himself rather immensely. The chaotic nature of the tree appealed to him on a base level but he knew they had to bring an end to it.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Would Detect Evil be at all useful for trying to locate the hidden spellcaster or would I just go blind since I'm inside a demonic tree?


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

::"I'm with Malak. Either that, or we just ignore these pathetic beasts an' just move on. If this is the best he's got, then he's more 'n likely not worth our time.":: Darnak shrugs.


Trying to think of everything that could affect plants leads to far too many possibilities to consider. But it does occur to you whatever is in the room doesn't have to be evil. The purple worms were not evil. There is some twisted version of an ecosystem within the tree, perhaps more than one given its changing nature.

Darnak is correct; most of these creatures are more than 10 CR below you and pose little threat.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

::"Shall we just attempt to stealth past them? If we can sneak by, then that's one less combat we waste resources on, yet if we must fight, we could probably make quick work of them, up close like that"::


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Akor Scourgebane wrote:
::"Shall we just attempt to stealth past them? If we can sneak by, then that's one less combat we waste resources on, yet if we must fight, we could probably make quick work of them, up close like that"::

Sparel Nods.

The group proceeds through the plants ready for action, but hoping for none.


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

Thaddicus moves slowly through the chamber, keeping an eye out for anything that notices the group.

Stealth 1d20 + 32 ⇒ (7) + 32 = 39
Perception 1d20 + 48 ⇒ (10) + 48 = 58


The group slowly creeps through the underbrush toward the other side of the chamber. As you move, you can see the trees and plant life are thriving far more that would be natural in the wild. As you advance further, there are flowers the like of which you've never seen before.

It's easy to avoid the animated oak trees because they slowly shuffle in specific patterns. The shambling mounds seem more erratic, but remaining still when they shuffle by seems to be enough to avoid them.

About 500 feet into the forest, you come across a mass of tangled brush covered in needle-sharp thorns as long as your finger. The overgrowth seems to be many feet thick and pretty tall as well. The entire barrier forms a massive hedge you cannot see the end of, thanks to the amount of overgrowth in the forest.

Spellcraft 23:
The forest seems to be under the effects of the spell Plant Growth.

Plant Growth
School transmutation; Level druid 3, ranger 3; Domain plant 3

CASTING
Casting Time 1 standard action
Components V, S, DF

EFFECT
Range see text
Target or Area see text
Duration instantaneous
Saving Throw none; Spell Resistance no

DESCRIPTION
Plant growth has different effects depending on the version chosen.

Overgrowth: This effect causes normal vegetation (grasses, briars, bushes, creepers, thistles, trees, vines, and so on) within long range (400 feet + 40 feet per caster level) to become thick and overgrown. The plants entwine to form a thicket or jungle that creatures must hack or force a way through. Speed drops to 5 feet, or 10 feet for Large or larger creatures. The area must have brush and trees in it for this spell to take effect. If this spell is cast on an area that is already affected by any spell or effect that enhances plants, such as entangle or wall of thorns, any DC involved with these spells is increased by 4. This bonus is granted for 1 day after the casting of plant growth.

At your option, the area can be a 100-foot-radius circle, a 150-foot-radius semicircle, or a 200-foot-radius quarter circle.

You may designate places within the area that are not affected.

Enrichment: This effect targets plants within a range of a half-mile, raising their potential productivity over the course of the next year to one-third above normal.

Plant growth counters diminish plants.

This spell has no effect on plant creatures.

Spellcraft DC 25:
The barrier is the work of multiple Wall of Thorns spells, a fifth-level druid conjuration.

Wall of Thorns
School conjuration (creation); Level druid 5
Casting Time 1 standard action
Components V, S
Range medium (100 ft. + 10 ft./level)
Effect wall of thorny brush, up to one 10-ft. cube/level (S)
Duration 10 min./level (D)
Saving Throw none; Spell Resistance no
A wall of thorns spell creates a barrier of very tough, pliable, tangled brush bearing needle-sharp thorns as long as a human's finger. Any creature forced into or attempting to move through a wall of thorns takes piercing damage per round of movement equal to 25 minus the creature's AC. Dexterity and dodge bonuses to AC do not count for this calculation. (Creatures with an AC of 25 or higher, without considering Dexterity and dodge bonuses, take no damage from contact with the wall.)

You can make the wall as thin as 5 feet thick, which allows you to shape the wall as a number of 10-by-10-by-5-foot blocks equal to twice your caster level. This has no effect on the damage dealt by the thorns, but any creature attempting to break through takes that much less time to force its way through the barrier.

Creatures can force their way slowly through the wall by making a Strength check as a full-round action. For every 5 points by which the check exceeds 20, a creature moves 5 feet (up to a maximum distance equal to its normal land speed). Of course, moving or attempting to move through the thorns incurs damage as described above. A creature trapped in the thorns can choose to remain motionless in order to avoid taking any more damage.

Any creature within the area of the spell when it is cast takes damage as if it had moved into the wall and is caught inside. In order to escape, it must attempt to push its way free, or it can wait until the spell ends. Creatures with the ability to pass through overgrown areas unhindered can pass through a wall of thorns at normal speed without taking damage.

A wall of thorns can be breached by slow work with edged weapons. Chopping away at the wall creates a safe passage 1 foot deep for every 10 minutes of work. Normal fire cannot harm the barrier, but magical fire burns it away in 10 minutes.


Male Human Cleric 3 - Unholy Barrister

::Well isnt this a cheery sight? Quite apprehensive actually and not at all welcoming. Didnt we send word that we were coming? We would probably break a sweat attempting to cut through it and that just wont do...::

The elf's banter fell off as his ever working mind went to work on how to get through the prickly barrier.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

1d20 + 20 ⇒ (3) + 20 = 23 Spellcraft, since I realize one effect is in place, casting Detect Magic ::"There appears to be a few spell effects in place. Perhaps a dispel would be best here, what say you Sparel?"::


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Auto succeed on spell craft rolls.

;;Hummm... Dispel might work, but their are multiple effects all of which are plant based. We could chop through it with swords, but some fire would burn it away in about ten minutes. I leave the decision to you. ::


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

::"I was thinking about fire myself, we have any ways to make a good fire?"::


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

::"I'm with Akor, I say we burn it.":: Darnak offers, while staring at the massive plant barrier.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59
Akor Scourgebane wrote:
::"I was thinking about fire myself, we have any ways to make a good fire?"::

SParel stifles a laugh at the question then casts a spell.

1d3 ⇒ 1Medium Magma elementals
Well, that roll sucks. Such is life.
He speaks to them in

IGNAN:
"Lava puddles. There. There and There."

He points at parts of the brush as he speaks.

[spoiler=Lava Puddles]
Lava Puddle (Su)

Once per day as a full-round action, a magma elemental can vomit forth a puddle of lava that fills its space to a depth of 2–3 inches and counts as difficult terrain. Any creature that moves through this puddle of lava takes 2d6 points of fire damage. This damage continues for 1d3 rounds after the creature leaves the lava pool, although then it only inflicts 1d6 points of fire damage per round. The lava puddle solidifies and is safe to touch after a number of rounds equal to the elemental’s Hit Dice. At the GM’s discretion, this puddle of lava could start secondary fires.

After that he instructs them to burn the brush in our path. They last 15 rounds.

Magma elemental


A rocky creature almost 6 feet tall appears next to the wall of thorns. It glows with an inner heat that you can see as molten earth drips from its eyes and mouth and leaks from cracks along its fire-hardened outer shell.

Sparel opens his mouth to speak to the magma elemental, and the sound that comes out resembles a campfire, complete with the pops and crackles you associate with wood being slowly burned to ash.

Once the mystic is done, the creature vomits forth magma that starts to burn through the plants. It pushes forward and the plants try to wrap around the elemental. But instead of entangling the creature, the wall starts to burn. In just a minute smoke starts to fill the immediate area as a hole starts to form through the wall. You can see the hedge is more than 10 feet thick, so it's taking time to burn a hole through.

The plant creatures from earlier as moving away from the flames on instinct. But ...

Perception check DC 35:
You can feel vibrations coming from under you. A monster is about to burrow up near you.

Perception check DC 40:
You can feel vibrations under you of two massive monsters that are about to burrow above ground to attack you

Those who make one or both of the Perception checks can act in the surprise round. Everyone please give me initiatives.

Monster rolls:
Stealth rolls 1d20 + 29 ⇒ (6) + 29 = 35
Stealth roll 1d20 + 29 ⇒ (11) + 29 = 40


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Perception 1d20 + 24 ⇒ (12) + 24 = 36


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

In the surprise round Sparel levitates up 20 feet. If he has enough actions left over he shifts his form to that of an air elemental.


Stats:
Hp's 113/113; Int: +3; AC 31/touch 25/ff 27; Fort:+15/Ref:+14/Will:+16/CMD: 37(45 Bull R/39 Disarm/47 trip)/ff 33

Perception: 1d20 + 39 ⇒ (15) + 39 = 54

Intiative: 1d20 + 4 ⇒ (7) + 4 = 11

Turning his head to one side, concentrating on the ground below. ::"I think we got more worms comin', fellas.":: Darnak takes a rock like stance, preparing for the creatures.

Activate crane style(swift); Total defense(standard). Not sure if I can do both actions during surprise. If not, then total defense.

AC 58; CMD 58(if no crane style, then 57 on both)


You are allowed one standard action in the surprise round. And you can take a swift action as well.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

Auto make both Perceptions

1d20 + 10 ⇒ (14) + 10 = 24 Initiative

Akor steps back a few feet and waits for the danger to come to him, drawing Demonwrack.


M Human (Taldan) Zen Archer Monk/ Freebooter Ranger 1

Also Auto make both perceptions.

Initiative: 1d20 + 6 ⇒ (20) + 6 = 26

Thad moves to a position where he can get some good shots off and preps his bow.


Male Human Cleric 3 - Unholy Barrister

Perception - 1d20 + 24 ⇒ (11) + 24 = 35

::More worms you say? Oh so they did know we were coming and sent the welcome wagon. How very hospitable of them.::

He looks over his shoulder at the magma man's slow progress.

Well, it appears we have a few moments to spare for them.::

Malak draws his kukri and snaps his wrist sending his trusty dagger into his hand.


Speed 40': Fly 50' Init +5; Perception +25;AC 20, T:11, ff:19, F+10, R+10, W+18(+2Ench); +2 SR 18; CMD17 HP: 59/59

Initiative 1d20 + 6 ⇒ (4) + 6 = 10


Male Human Cleric 3 - Unholy Barrister

Initiative - 1d20 + 7 ⇒ (7) + 7 = 14


Initiative 1d20 + 4 ⇒ (17) + 4 = 21

Two gargantuan plant creatures shaped like lizards burrow up out of the ground, but the group is ready for them. They appear to have everyone pinned between them and the massive hedge. Both creatures start to inhale, their throats puffing out as they take in a big breath.

Surprise round. Post your attacks and damage now. It is obvious they both are going to use some sort of breath weapon on the party.


Male Casrua. Inquisitor 20/Ranger10(gestalt feat)/Nature's Warden7(prestigious)

1d20 + 17 ⇒ (11) + 17 = 28 Knowledge(Nature) to learn anything useful about these creatures


Male Human Cleric 3 - Unholy Barrister

Malak didnt want to find out what sort of vileness would spew forth from the lizard like creatures so he charged the nearest one hoping to get too close to take the brint of it and sliced with RazerEdge at its belly.

Charge attack - 1d20 + 26 + 2 ⇒ (8) + 26 + 2 = 36

Damage - 1d4 + 9 ⇒ (2) + 9 = 11

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