The Gauntlet (Inactive)

Game Master concerro


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All fixed


Huuurk wrote:

Sorry about that, opened the map and intended to put myself down, but got distracted by my dogs trying to massacre each other. Done now.

Holding action until after Mlungisi, yes.
You know what's coming next :P

Stop being mean. :)

new init order:

Mlungisi 15

Huuurk 15---your turn

Shakros 15

Darrt 15
--------------------------
If Shakros or Darrt was going to go without benefiting from BoF then let me know.


Half-Orc Barbarian 13

Holding action until after Shakros, as per usual. Gotta wait patiently until the proper time to terrorize DM's baddies.


Shakros will swift-action Enhance his weapon to +5 keen Acid Frost, Spell Combat DDoor to P26, Dropping Huuurk off at Q27, and Caarl, if he so chooses, at O25. Shakros will then full-attack the SG, using BoF for +2 to hit, AC, and Reflex, and a round of haste.

1d20 + 22 ⇒ (2) + 22 = 24

1d6 + 12 + 1d6 + 1d6 ⇒ (1) + 12 + (4) + (2) = 19

1d20 + 22 ⇒ (5) + 22 = 27

1d6 + 12 + 1d6 + 1d6 ⇒ (6) + 12 + (4) + (5) = 27

1d20 + 17 ⇒ (8) + 17 = 25

1d6 + 12 + 1d6 + 1d6 ⇒ (4) + 12 + (1) + (6) = 23

Whiff, Whiff, Whiff. Unless, of course, it's flat-footed, in which I hit with my second attack. That is, if it's a standard one.


Male Human Oracle 15, HP 141, Init +1

Whiff indeed. Not a good start for our battle :)


Huuurk's'll be good, though.


Half-Orc Barbarian 13

Haste, Rage, Powerattack, Brutality, taking the bonus from BoF to attack/AC/reflex as per usual.
Charge attack to the Storm Giant, no provokes since he has not acted this round.

Ragehastepounce:

Attack 1: 1d20 + 23 ⇒ (15) + 23 = 38 Potential Crit
Attack 2: 1d20 + 23 ⇒ (15) + 23 = 38 Potential Crit
Attack 3: 1d20 + 18 ⇒ (15) + 18 = 33 Potential Crit
Attack 4: 1d20 + 13 ⇒ (7) + 13 = 20
All attacks are vs Flatfooted AC

Damage 1: 2d4 + 45 + 2d6 + 1d6 ⇒ (3, 1) + 45 + (2, 6) + (3) = 60
Damage 2: 2d4 + 45 + 2d6 + 1d6 ⇒ (3, 3) + 45 + (1, 6) + (1) = 59
Damage 3: 2d4 + 45 + 2d6 + 1d6 ⇒ (1, 4) + 45 + (1, 3) + (4) = 58
Damage 4: 2d4 + 45 + 2d6 + 1d6 ⇒ (2, 4) + 45 + (5, 1) + (4) = 61

Crit 1: 1d20 + 23 ⇒ (7) + 23 = 30
Crit 2: 1d20 + 23 ⇒ (4) + 23 = 27
Crit 3: 1d20 + 18 ⇒ (6) + 18 = 24
Damage 1: 2d4 + 24 + 2d6 ⇒ (4, 4) + 24 + (5, 6) = 43
Damage 2: 2d4 + 24 + 2d6 ⇒ (1, 1) + 24 + (1, 4) = 31
Damage 3: 2d4 + 24 + 2d6 ⇒ (2, 4) + 24 + (2, 5) = 37


Status:
HP: 233/233 || 285/285
AC: 20/10/16
Rage Rounds: 56/60
Haste Rounds: 9/10

While not perfectly optimized, Huuurk is definitely still a heavy hitter. Shame I didn't opt for +3 instead of acid. Still.... ALPHA STRIKE GO!


Male Human Oracle 15, HP 141, Init +1

If it's a standard Storm Giant he topples :)

So Darrt is up next.
Lets see if the cyclops eats anyone before Caarl gets to go.


Huurk you are nothing but a bully. :)

The Storm Giant did have combat reflexes though.

attack: 1d20 + 27 ⇒ (5) + 27 = 32

damage: 4d6 + 21 ⇒ (2, 1, 2, 5) + 21 = 31

31 points of damage to Huurk before DR and before the Storm Giant dies.

-----------------------------------------------------------------------
The Chernobue looks in Boleridin's direction, but seems confused. It then turns its eyes toward Daart and charges across the battlefield.

attack: 1d20 + 17 ⇒ (10) + 17 = 27

damage: 2d6 + 16 ⇒ (2, 4) + 16 = 22

Darrt you get to make a DC 23 fort save or take 1d2 ⇒ 2 con drain.
If you fail the save you get to make another save on your turn for the next 6 turns until 6 rounds have passed or you make a save.

If you make the save at any point or if you endure the full duration of the poison you get to make another fort save.

PS:If you are poisoned again the DC goes up and so does the duration.
---------------------------------------------------------------------

The Cyclops charges across the battlefield and attacks the eidolon.

attack: 1d20 + 25 ⇒ (19) + 25 = 44

damage: 3d8 + 35 ⇒ (5, 5, 6) + 35 = 51

51 points of damage to the eidolon before DR.
-----------------------------------------------------------

Next up:

Boleridin 10

Glabrezu 4


You're forgetting Caarl. He's on a 12.


To be fair, I forgot I go on 12. :P


Am I the only one who pays attentino to you, Caarl? :P


It would seem that way. T_T
Rage charge DT, Blessing for +2

Attack: 1d20 + 19 ⇒ (16) + 19 = 35
Damage: 2d6 + 28 ⇒ (4, 2) + 28 = 34


Caarl make a DC 23 Reflex save.

Quote:
A creature striking a tarry demodand with a manufactured weapon must make a DC 23 Reflex save; failure means the weapon sticks to the demodand and cannot be used to make attacks until freed. Freeing a stuck weapon requires a successful grapple check.


Move to draw the metamagic rod, standard to cast bestow curse at the greater cyclops. DC 22 Will save or there's a 50% chance he does nothing each round.

Touch attack: 1d20 + 13 ⇒ (17) + 13 = 30


oh yeah, forgot about that

Ref: 1d20 + 11 ⇒ (18) + 11 = 29


Boleridin are you that you have to be able to touch the cyclops? You did not move your character into a square which would allow you to do so.


Half-Orc Barbarian 13
Watcher Uatu wrote:
Boleridin are you that you have to be able to touch the cyclops? You did not move your character into a square which would allow you to do so.

He's using the Metamagic rod of Reach to make it short range. It's still a touch attack to affect the cyclops.


I skipped Daart. Round 1 on hold.

edit: I did roll for the cyclops so if the same spell gets cast again I will keep the same roll. Actually if a different spell is cast I will still keep the same dice roll, and just add it to the appropriate modifer.


I just realized skipping Darrt may have saved him. Had he gone on his turn and visited Team Pain that would have been at least one full attack if not two.


Sorry about the delay guys, school has been eating my time. Just assume that I delayed until where I am now.

Fort: 1d20 + 6 ⇒ (15) + 6 = 21

Darrt: Five-foot step to C20, defensively cast invisibility.
Concentration (DC 19): 1d20 + 15 ⇒ (20) + 15 = 35. Use BoF for +2 AC.

Eidolon: Full attack chernobue. Using BoF for +2 AC

Attacks:

Bite: 1d20 + 22 ⇒ (20) + 22 = 42
Confirm: 1d20 + 22 ⇒ (12) + 22 = 34
Damage: 2d8 + 56 ⇒ (4, 7) + 56 = 67; Electric: 2d6 - 10 ⇒ (3, 3) - 10 = -4

Claw: 1d20 + 23 ⇒ (8) + 23 = 31
Damage: 2d6 + 19 ⇒ (4, 4) + 19 = 27

Claw: 1d20 + 23 ⇒ (12) + 23 = 35
Damage: 2d6 + 19 ⇒ (6, 4) + 19 = 29

Claw: 1d20 + 23 ⇒ (5) + 23 = 28
Damage: 2d6 + 19 ⇒ (3, 3) + 19 = 25

Claw: 1d20 + 23 ⇒ (2) + 23 = 25

Total Damage (after DR): 67 + 27 + 29 + 25 - 40 = 108


Huuurk is correct, I'm using the rod to Reach spell it. Sorry I forgot to say that. I assumed it'd become a ranged touch attack, as the original spell called for a touch attack.


DT failed the concentration check to hold the spell. He was trying to bring in more baddies.

The Cyclops is now cursed.

Everyone in yellow area flew up 70 feet and hit an invisible ceiling due to thank to the Glabrezu and took 25 points of damage. DR applies

I mentioned trees in the map description and they were on the map, but they seem to have disappeared so we will continue on without them.

------------------------------------------------------------------------

Round 2
Init
Tarry 23-acted

Mlungisi 15

Shakros 15

Huuurk 15

Chernobue 12

Great Cyclops 12

Caarl 12

Storm Giant 11

Boleridin 10

Darrt 9

Glabrezu 4
--------------------------------

DT double moves to E-13
---------------------------------
Up next and floating 70 feet in the air:
I think a knowledge arcana check might let you figure out what is going on.

Mlungisi 15--not floating

Shakros 15

Huuurk 15


Male Human Oracle 15, HP 141, Init +1

Mlungisi Round 2

5' step from B18 to A19.
1 round action to begin casting Summon Monster VII

EDIT: Using +2AC/Reflex from BoF


Could Spellcraft help with identifying the glabreezu's effect?


Kn:Arcane: 1d20 + 21 ⇒ (16) + 21 = 37

Shakros will use 1 arcane pool point for Arcane Accuracy, giving me a +5 to hit on all attacks this round.

Shakros will try to grab hold of or at least tough huuurk, casting dimension door if he is able. I'll go without him if I cannot do so.

We'll teleport to R15 for me, S14 for him.

I'll then five-foot step, taking my full attack with haste, and a +2 to hit, AC, and reflex from BOF. I won't bother putting acid or cold damage down, but I do bypass his DR.

Haste: 1d20 + 29 ⇒ (2) + 29 = 31

Damage: 1d6 + 12 ⇒ (4) + 12 = 16

1st: 1d20 + 29 ⇒ (11) + 29 = 40

Damage: 1d6 + 12 ⇒ (4) + 12 = 16

2nd: 1d20 + 24 ⇒ (14) + 24 = 38

Damage: 1d6 + 12 ⇒ (2) + 12 = 14


Boleridin Swaggle wrote:
Could Spellcraft help with identifying the glabreezu's effect?

No. Spellcraft does nothing for SLA's or magical effects in place.


The magical affect is reverse gravity:

Quote:

This spell reverses gravity in an area, causing unattached objects and creatures in the area to fall upward and reach the top of the area in 1 round. If a solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it in the same manner as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, until the spell ends. At the end of the spell duration, affected objects and creatures fall downward.

Provided it has something to hold onto, a creature caught in the area can attempt a Reflex save to secure itself when the spell strikes. Creatures who can fly or levitate can keep themselves from falling.

Shakros is able to bring Huuurk with him.

-----------------------------------------------
Darrt you have to make saves whenever you are poisoned and on your turn. The last round was a slip up on my part for not calling for the 2nd save when your turn came up. If you don't get bitten again it won't matter though.

Quote:
Scenario A: Valeros is hit by an arrow coated in greenblood oil. He fails the DC 13 Fort save and takes 1 point of Con damage. At the end of his turn, he fails a saving throw against the poison and takes 1 more point of Con damage.

The rules also state that you can make the save at the beginning or the end of your turn.


Right. It's been a while since I've dealt with poison.
Fort: 1d20 + 5 ⇒ (3) + 5 = 8


Darrt wrote:

Right. It's been a while since I've dealt with poison.

Fort: 1d20+5

I was giving you a free pass for your round 1 turn. This roll can be for this round on your turn. If you get bitten your next fort save can be for the bite.

I will roll the 1d2 con drain when your turn comes up.


Huuurk 15?


Half-Orc Barbarian 13

Sorry for the delay, hadn't noticed that I was on 15 initiative.

Full power mode, charging 10' to Glabrezu, provoking an AoO

Full attack V Glabrezu:

Attack 1: 1d20 + 23 ⇒ (17) + 23 = 40
Attack 2: 1d20 + 23 ⇒ (14) + 23 = 37
Attack 3: 1d20 + 18 ⇒ (20) + 18 = 38
Attack 4: 1d20 + 13 ⇒ (6) + 13 = 19

Damage 1: 2d4 + 45 + 2d6 ⇒ (4, 2) + 45 + (6, 6) = 63
Damage 2: 2d4 + 45 + 2d6 ⇒ (2, 4) + 45 + (2, 2) = 55
Damage 3: 2d4 + 45 + 2d6 ⇒ (3, 1) + 45 + (1, 1) = 51
Damage 4: 2d4 + 45 + 2d6 ⇒ (1, 4) + 45 + (4, 4) = 58

Crit Attack 1: 1d20 + 23 ⇒ (12) + 23 = 35
Crit Attack 2: 1d20 + 18 ⇒ (4) + 18 = 22
Crit Damage 1: 2d4 + 24 + 2d6 ⇒ (4, 2) + 24 + (5, 5) = 40
Crit Damage 2: 2d4 + 24 + 2d6 ⇒ (1, 1) + 24 + (4, 2) = 32

Status:

HP: 233/233 || 285/285
AC: 20/10/16
Rage Rounds: 52/60
Haste Rounds: 8/10


horray! Huuurk is back! what died this round? :D

Nevermind, i read the post.


I was jut about to skip your go. :)
I actually have the next turn played out. I will handle your actions first, and then post the other one.
From the Glabrezu
Attack: 1d20 + 20 ⇒ (14) + 20 = 34
Damage: 2d8 + 10 ⇒ (5, 4) + 10 = 19

It then dies under Huurk's assault.

edit:


The Chernobue has been hit hard, but if it can get rid of Daart it knows the Eidolon will have to go also. The problem is that it can't see Daart so the Eidolon gets to be the new target.

vs AC 32
Slam: 1d20 + 19 ⇒ (7) + 19 = 26
Damage: 1d6 + 8 ⇒ (5) + 8 = 13

Slam: 1d20 + 19 ⇒ (9) + 19 = 28
Damage: 1d6 + 8 ⇒ (6) + 8 = 14

Bite: 1d20 + 19 ⇒ (16) + 19 = 35
Damage: 2d6 + 8 ⇒ (5, 3) + 8 = 16

Tentacle: 1d20 + 14 ⇒ (14) + 14 = 28
Damage: 1d6 + 4 ⇒ (1) + 4 = 5
critical confirmation: 1d20 + 14 ⇒ (3) + 14 = 17
Damage: 1d6 + 4 ⇒ (5) + 4 = 9 total of 13 points from the crit

Tentacle: 1d20 + 14 ⇒ (12) + 14 = 26
Damage: 1d6 + 4 ⇒ (5) + 4 = 9

It then 5 foot steps away from the eidolon.

39 points of damage over 3 hits before DR. After DR only 9 points of damage.
2 points of con damage are applied to the Eidolon though.

The one attack I really wanted to hit missed.
---------------------------------------------------------------
If I roll high the cyclops gets to act.
1d100 ⇒ 12
Darn it.
-------------------------------------------------------------
Up next:
Caarl 12

Boleridin 10

Darrt 9


i hit a ceiling, can i move along the ceiling and get out of the reversed gravity?
if yes: >splat< stand up
otherwise i got Javelins!
attack: 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15
damage: 1d6 + 9 ⇒ (5) + 9 = 14
it's not alot, but better then nothing


Caarl you are allowed to go splat. :)


awesome!
falling damage: 7d6 ⇒ (1, 2, 5, 6, 5, 3, 6) = 28


Darrt your con drain will be 1d2 ⇒ 1 for this round.


ROUND 2

How are you getting three hits on the eidolon from the chernobue? Only the 35 hits an AC of 32, and none of those crit.

Anyway, fort for eidolon against bite: 1d20 + 15 ⇒ (14) + 15 = 29

Darrt: Casting barkskin on eidolon. Using BoF for +2 AC.

Eidlon: Five-foot step forward, full attack on the chernobue (Switching to GC when the the chernobue dies). Using BoF for +2 AC

Attacks:

Bite: 1d20 + 22 ⇒ (19) + 22 = 41
Damage: 1d8 + 28 - 10 ⇒ (1) + 28 - 10 = 19

Claw: 1d20 + 23 ⇒ (10) + 23 = 33
Damage: 2d6 + 19 - 10 ⇒ (1, 4) + 19 - 10 = 14

Claw: 1d20 + 23 ⇒ (9) + 23 = 32
Damage: 2d6 + 19 - 10 ⇒ (1, 2) + 19 - 10 = 12

Claw: 1d20 + 23 ⇒ (18) + 23 = 41
Damage: 2d6 + 19 - 10 ⇒ (1, 1) + 19 - 10 = 11

Claw: 1d20 + 23 ⇒ (16) + 23 = 39
Damage: 2d6 + 19 - 10 ⇒ (6, 1) + 19 - 10 = 16

Assuming it's a normal chernobue, it will die on the second claw, leaving two for CG (47 damage)


On my go, Boleridin will 5-foot step backward, cast a cold ice strike at the tarry demodand, then cast a Reach spell blindness/deafness using the rod. The first spell is 13d6 ⇒ (2, 3, 3, 1, 1, 2, 5, 6, 1, 3, 2, 5, 2) = 36 damage with a Reflex DC 25 for half, the second is Fort DC 22 or blinded.

Touch for second spell: 1d20 + 13 ⇒ (12) + 13 = 25

Note to self: only 1 more reach spell this combat.


Darrt wrote:

ROUND 2

How are you getting three hits on the eidolon from the chernobue? Only the 35 hits an AC of 32, and none of those crit.

Anyway, fort for eidolon against bite: 1d20+15

Darrt: Casting barkskin on eidolon. Using BoF for +2 AC.

Eidlon: Five-foot step forward, full attack on the chernobue (Switching to GC when the the chernobue dies). Using BoF for +2 AC

** spoiler omitted **

I thought his AC was 32. I had 30 from the profile and another +2 from FoB. Where is the other 3 coming from?


Darrt wrote:

ROUND 2

How are you getting three hits on the eidolon from the chernobue? Only the 35 hits an AC of 32, and none of those crit.

Anyway, fort for eidolon against bite: 1d20+15

Darrt: Casting barkskin on eidolon. Using BoF for +2 AC.

Eidlon: Five-foot step forward, full attack on the chernobue (Switching to GC when the the chernobue dies). Using BoF for +2 AC

** spoiler omitted **

The eidolon never got hit with the bite.

edit:Those are not the numbers I had before. Oh well now I see what your concern was.

The eidolon must now make a second fort save or take 1d6 ⇒ 6 charisma damage and be unconscious for 2d6 rounds.

IIRC the eidolon has to "die" to be sent home.

edit 2. With only the bite landing the damage is only 6 after DR.


The Tarry make the save against blindness deafness, but failed the one against CIS.

I closed the tab thinking I had already posted it.

--------------------------------------------------------
Round 2
Init
Tarry 23-acted

Mlungisi 15

Shakros 15

Huuurk 15

Great Cyclops 12

Caarl 12

Boleridin 10

Darrt 9

------------------------------------------
Tarry attacks Bolderin(AC 20?)

attack: 1d20 + 26 ⇒ (11) + 26 = 37
Damage: 1d4 + 9 ⇒ (1) + 9 = 10

attack: 1d20 + 26 ⇒ (16) + 26 = 42
Damage: 1d4 + 9 ⇒ (3) + 9 = 12
confirm: 1d20 + 26 ⇒ (19) + 26 = 45 confirmed
damage:1d4 + 9 ⇒ (4) + 9 = 13

attack : 1d20 + 21 ⇒ (12) + 21 = 33
Damage: 1d4 + 9 ⇒ (4) + 9 = 13
confirm: 1d20 + 21 ⇒ (10) + 21 = 31 confirmed
damage:1d4 + 9 ⇒ (3) + 9 = 12

attack: 1d20 + 21 ⇒ (14) + 21 = 35
Damage: 1d4 + 9 ⇒ (3) + 9 = 12

attack: 1d20 + 16 ⇒ (13) + 16 = 29
Damage: 1d4 + 9 ⇒ (2) + 9 = 11

attack: 1d20 + 16 ⇒ (20) + 16 = 36
Damage: 1d4 + 9 ⇒ (2) + 9 = 11
confirm: 1d20 + 16 ⇒ (2) + 16 = 18 not confirmed
damage:1d4 + 9 ⇒ (4) + 9 = 13

attack: 1d20 + 11 ⇒ (2) + 11 = 13
Damage: 1d4 + 9 ⇒ (1) + 9 = 10

94 points of damage.


Up next

Mlungisi 15

Shakros 15

Huuurk 15


The Tarry's attack threatens a critical on a 12, and 16, but not a 14?

Shakros uses a free action to give his blade +4 on damage, uses a swift to give +5 to attacks, takes a hold of Huuurk momentarily, transporting him to his next enemy with a dimension door (Moving to K16, Dropping huuurk off at L17), takes a five foot step, and takes his full attack, using a round of haste, and BoF for +2 to hit, AC, and reflex.

Haste: 1d20 + 27 ⇒ (4) + 27 = 31

1d6 + 16 + 1d6 + 1d6 ⇒ (4) + 16 + (3) + (4) = 27

1st: 1d20 + 27 ⇒ (5) + 27 = 32

1d6 + 16 + 1d6 + 1d6 ⇒ (6) + 16 + (2) + (4) = 28

2nd: 1d20 + 22 ⇒ (2) + 22 = 24

1d6 + 16 + 1d6 + 1d6 ⇒ (1) + 16 + (5) + (1) = 23

Shakros gives up Greater Bladed Dash, a fifth level spell, for a Quickened Intensified Shocking Grasp.

Concentration: 1d20 + 18 ⇒ (12) + 18 = 30

Attack: 1d20 + 27 ⇒ (18) + 27 = 45

1d6 + 16 + 1d6 + 1d6 + 10d6 ⇒ (3) + 16 + (2) + (1) + (5, 5, 2, 5, 1, 6, 6, 6, 1, 1) = 60

Confirmation: 1d20 + 27 ⇒ (10) + 27 = 37

Crit Damage: 1d6 + 16 + 10d6 ⇒ (5) + 16 + (6, 6, 6, 2, 2, 6, 5, 6, 5, 5) = 70

If it's a standard greater cyclops, that's dropped it right there, whether it has full HP or not, if I'm not mistaken.

Edit:Never Mind, my second iterative just missed. I'll leave him with like, 10hp


That 12 was not a 12. I will take it away.

That will be 82 points of damage Boleridin. :)


Half-Orc Barbarian 13

Full power mode, Charge to E14, provoking from the Cyclops along the way.

Charge attack vs Tarry Demodand:

Attack 1: 1d20 + 23 ⇒ (14) + 23 = 37
Attack 2: 1d20 + 23 ⇒ (10) + 23 = 33
Attack 3: 1d20 + 18 ⇒ (2) + 18 = 20
Attack 4: 1d20 + 13 ⇒ (1) + 13 = 14

Damage 1: 2d4 + 45 + 2d6 ⇒ (2, 1) + 45 + (2, 3) = 53
Damage 2: 2d4 + 45 + 2d6 ⇒ (1, 4) + 45 + (5, 5) = 60
Damage 3: 2d4 + 45 + 2d6 ⇒ (1, 3) + 45 + (1, 1) = 51
Damage 4: 2d4 + 45 + 2d6 ⇒ (3, 3) + 45 + (2, 5) = 58

Reflex 1: 1d20 + 12 ⇒ (3) + 12 = 15
Reflex 2: 1d20 + 12 ⇒ (20) + 12 = 32
Reflex 3: 1d20 + 12 ⇒ (19) + 12 = 31
Reflex 4: 1d20 + 12 ⇒ (19) + 12 = 31
This is assuming each attack requires a save, and that any failed save prevents any further attacks.....
Screw that first save :(
Want grapple now or next round?

Status:
HP: 272/285
AC: 20/10/16
Rage Rounds: 48/60
Haste Rounds: 7/10


No provoke from the Cyclops, he rolled, and he does nothign for the roud. As far as I can tell, that means no AoOs either. Waidda second, now that I think about it, why did I put concentratino up, then? Oh well.


Huuurk's weapon is firmly attached to the Tarry even though he did hit the Tarry pretty hard.

The cyclops is done until his turn comes up.

Up next.
Mlungisi and then the cyclops, hopefully.

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