The Tion Cluster Gambit (Inactive)

Game Master Dennis Harry

Confrontation with the CSA

Stand Against the Swoop Gang

CSA Administrative Building

Overview CSA Compound

Popara the Hutt has navigated safe passage through the Indexu Spiral a mass of protomatter, cometary debris, and asteroid fields that snake through the Tion Cluster.

Popara is willing to sell this information in exchange for a “favor”.

Roan Fel

Darth Wyyrlock

Jedi Master Wolf Sazen

Imperial Initiative:

Garrett [dice]1d20+14[/dice]
Errin [dice]1d20+12[/dice]
Gunnar [dice]1d20+11[/dice]
Kaldo [dice]1d20+12[/dice]
Rennah [dice]1d20+12[/dice]

Imperial Perception:

Garrett [dice]1d20+11[/dice]
Errin [dice]1d20+12[/dice]
Gunnar [dice]1d20+13[/dice]
Kaldo [dice]1d20+12[/dice]
Rennah [dice]1d20+9[/dice]

Sith Initiative:

Cardis [dice]1d20+11[/dice]
Noss [dice]1d20+13[/dice]
Taras [dice]1d20+13[/dice]

Sith Perception:

Cardis [dice]1d20+9[/dice]
Noss [dice]1d20+12[/dice]
Taras [dice]1d20+12[/dice]


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Scarab Sages

Male Human Paladin 2(Knight of Coins), F +6 R +4 W+6 Max Hp 18 AC 15, touch 11, FF 14

using mind trick to distract the guards would just load it with junk that weighs about the same and move the spice into a seperate hidden spot


Female Togruta Soldier 3 / Jedi 4 / Imperial Knight 2 - Hit Points: 103 (103)

Yeah, my idea was similar to Gunnar's. I'd assume the crate weren't possible to scan anyways, to start with, as they're smuggler goods.


Shadow's Status

Endregaard - Day 4 - The Prize

Kaldo Pilot check 1d20 + 12 ⇒ (8) + 12 = 20

The Duros pilot is able to navigate the group through the forest and back to your ship. The ship appears untouched by any locals.

The few crates brought on the skiff are loaded onto the ship with little fanfare.

Now having been up for two days, fatigue is starting to set in. Kaldo yawns, "Should we get some shut eye before we go, I'd hate to try and run a blockade in my current condition".

Mika the Hutt sighs, "Every day you stay is another day that the CSA may detect you..."

Everyone but Garrett is at a -1 on the condition track from lack of sleep.

Go ahead and use Mind Trick to switch the crates.

I was giving Garrett and Kaldo time to check in here. I know that Garrett is finishing up Finals but Kaldo has not been on the boards for two weeks and we may have lost him. For now I'll bot Kaldo.


"Surely we've got some stims in the med-bay -- if we can keep going, I'd rather catch a few winks once we're out of this system and safely in hyperspace," Errin says.


Female Togruta Soldier 3 / Jedi 4 / Imperial Knight 2 - Hit Points: 103 (103)

"I'd rather we went now as well, but at the same time I'm not keen on trying to run a blockade with a tired pilot. It's up to Kaldo if he feels up for it."

Scarab Sages

Male Human Paladin 2(Knight of Coins), F +6 R +4 W+6 Max Hp 18 AC 15, touch 11, FF 14

mind trick: 1d20 + 17 ⇒ (15) + 17 = 32

this is going to be a long ride... its a shame you all have to use the bathroom at once so very badly... best you all hurry to do so and then maybe get a bite to eat before coming back

Gunnar says from near the crates they have to switch. As soon as rhe guards run off Gunnar will make the switch stuffing one crate full of garbage but leaving a few spice to cover the top and then taking all the rest of the spice and adding the spice he took so the few he left covering the junk are accounted for.


Female Echani (Near-Human) Soldier 4/Scout 3/Bounty Hunter 1/Gunslinger 1
DM Under a Dark Sun wrote:
"Surely we've got some stims in the med-bay -- if we can keep going, I'd rather catch a few winks once we're out of this system and safely in hyperspace," Errin says.

Shoot - just realized this posted under wrong alias. This was Errin.

EDIT: Also, nice move Gunnar. Much smoother than what I was anticipating.


Male Duros Lvl 8 Scout / Lvl 1 Ace Pilot | Moved -1 on condition track (-1 to defense, attacks, skill, and ability checks) |

Thanks for botting me! A bunch of stuff was going on, had to deal with it, but I'm back now, and hope to increase my posting rate.

Kaldo shrugs ans heads to the med-bay. Okay, as long as I don't have to fly half asleep.

This means I am, in total, two steps down, right?


Shadow's Status

Endregaard - Day 5 Early Morning - The Fate's Emissary

Correct Kaldo, two steps down.

Can't find the effect of the Stim's would they help here Errin? He is down -1 from fatigue and -1 from injuries.


Female Togruta Soldier 3 / Jedi 4 / Imperial Knight 2 - Hit Points: 103 (103)

"Well, this is where my usefulness comes to an end. The lot of you are better at gunnery and piloting than I am, so I'm going to catch some sleep. Wake me if anything happens."

So saying Rennah heads to her bunk, briefly considering a shower before nodding off, still half-dressed.


Female Echani (Near-Human) Soldier 4/Scout 3/Bounty Hunter 1/Gunslinger 1
Gamemaster the Living Force wrote:

Endregaard - Day 5 Early Morning - The Fate's Emissary

Correct Kaldo, two steps down.

Can't find the effect of the Stim's would they help here Errin? He is down -1 from fatigue and -1 from injuries.

I wasn't thinking of a specific item, just using the med bay supplies to make a Treat Injury check ... although after looking at the rulebook, it appears the only way to move up on the condition track is major surgery ... Regardless, Kaldo should be able to spend swift actions on the "recover" action, which will remove any condition penalties that are not from a persistent condition (I'm guessing the fatigue is persistent, but the injury-related penalty might be removed).

Regardless, Errin also has a +12 Piloting and can cooperate or take the stick as needed.

Scarab Sages

Male Human Paladin 2(Knight of Coins), F +6 R +4 W+6 Max Hp 18 AC 15, touch 11, FF 14

After making sure things are taken care of in the cargo hold Gunnar will Vital Transfer to Kaldo and then rest.

vital transfer: 1d20 + 17 ⇒ (7) + 17 = 24

heal 3x your character level and I take half damage of that.


Shadow's Status

Endregaard - Day 5 Early Morning - The Fate's Emissary

Kaldo feels the power of Gunnar wash over him healing his wounds and simultaneously creating a haggard look in Gunnar.

He takes a few minutes to catch his breath now at -1 on the condition track.

With the ship loaded, it seems as if it is now or never to get moving.

Kaldo, make a Piloting check.


Female Togruta Soldier 3 / Jedi 4 / Imperial Knight 2 - Hit Points: 103 (103)

Is there a way, once Rennah has had some sleep, to hook up surveillance on the hutt and his retinue without them noticing? This being a hutt, I suspect treachery at some point.


Male Duros Lvl 8 Scout / Lvl 1 Ace Pilot | Moved -1 on condition track (-1 to defense, attacks, skill, and ability checks) |

pilot: 1d20 + 12 ⇒ (5) + 12 = 17
Thank you. Kaldo says to Gunnar. He sits down at the controls, and puts vid hand on the sticks. Everyone ready?


Shadow's Status

Space - Day 5 Early Morning - The Fate's Emissary

Kaldo begins to pilot the ship up and away from Tel Bollin in an attempt to avoid detection. You break through the cloud cover over Endregaard. Above you the stars twinkle invitingly. A few of those stars are not stars at all but IRDs moving to intercept the The Fate's Emissary.

Your communications line crackles and a clipped, military voice says, "Attention, unauthorized vessel. You are violating the quarantine on Endregaard. Please drop your shields, stand down, and prepare to be boarded. Fail to comply, and you will be destroyed.

In fact, consider that an order if you are a passenger on that ship Commander Vryce".

Gunnar recognizes the voice of his former commanding Officer, Angela Krin.

Scarab Sages

Male Human Paladin 2(Knight of Coins), F +6 R +4 W+6 Max Hp 18 AC 15, touch 11, FF 14

not a place I want to be and I assume the Hutt as well, get us out of here.


<<"Gives us a minute, Princess.">> Garret's voice comes through the comms in the ship before he changes channels, his voice now only transmitting through the ship and not to the blockade. "I suggest we just blow our way through. We could pretend to let them board, but I think they'd suspect a trap. Not to mention, we'd have to lower our shields which makes a getaway a little more stressful. We can try if you want, but I think it's risky."

"Turbolasers are coming online, though. I'm ready to fire when Kaldo's ready to show off some fancy flying."


Shadow's Status

Space - Day 5 Early Morning - The Fate's Emissary

Kaldo, give me a Pilot check for the Emissary's initiative.

GMtLF ONLY:
Pilot 1 1d20 + 8 ⇒ (14) + 8 = 22. Pilot 2 1d20 + 8 ⇒ (14) + 8 = 22. Pilot 3 1d20 + 8 ⇒ (10) + 8 = 18.


Female Togruta Soldier 3 / Jedi 4 / Imperial Knight 2 - Hit Points: 103 (103)

"Shoot 'em, but try not to blow them up. If we do, they'll just get annoyed and try to follow us even more. And much as I enjoy a good starship chase, we have a schedule to keep."


Female Echani (Near-Human) Soldier 4/Scout 3/Bounty Hunter 1/Gunslinger 1

"Okay, we'll just shoot them a little," Erin says as she settles in behind the controls of the second turbolaser.


Female Togruta Soldier 3 / Jedi 4 / Imperial Knight 2 - Hit Points: 103 (103)

"Yeah, you know. Shoot casual."


"Yeah, sure. I'll take out their engines instead of the cockpits. Most of the time, anyway; you can only be so careful without getting shot." Garrett swivels the turbolaser around to face the incoming ships. <<"Sorry princess, looks like we're gonna have to decline. Nothing personal, but we've already got plans that don't involve rotting in a corporate prison. Maybe we can reschdeule.">> After taunting the commander, he switches back to the Emissary's comms. "Kaldo, gun it!"


Male Duros Lvl 8 Scout / Lvl 1 Ace Pilot | Moved -1 on condition track (-1 to defense, attacks, skill, and ability checks) |

Pilot for init: 1d20 + 12 ⇒ (17) + 12 = 29
Kaldo pulls back on the joysticks, and makes the ship rush forwards! He tries to avoid crashing into the other ships, and looks for the best way out.
Another pilot check, if required:
Pilot: 1d20 + 12 ⇒ (13) + 12 = 25


Shadow's Status

Space - Day 5 Early Morning - The Fate's Emissary

GMtLF ONLY:
Pilot 1 1d20 + 8 ⇒ (17) + 8 = 25. Pilot 2 1d20 + 8 ⇒ (8) + 8 = 16. Pilot 3 1d20 + 8 ⇒ (20) + 8 = 28.
Shot Ion Blast - 1d20 + 8 ⇒ (11) + 8 = 19 DC 20 - Damage 4d10 ⇒ (3, 7, 7, 10) = 27

Kaldo gets the jump on the IRD's. The Emissary takes evasive action away from the Dreadnaughts to ensure that the ship is not caught in a tractor beam.

His maneuver leaves one IRD unable to keep up. A second makes the turn and seems in rage to fire but opts not to.

That last Pilot, clearly the best of the bunch anticipates the move and while it does not quite catch up, gets close enough to deliver its "payload" - an Ion Blast!

The shot just misses.

Round 2-
The Emissary - GO!
Enemy IRD's


"Not shooting to kill? That's surprising." Garrett swivels around in the gunnery bay, looking into the targeting computer. "We shook two of them, let's see if we can't get them off our tail. Errin, see if you can blow out their engines and leave them adrift. Rennah, see if you can locate their engines for the targeting computer. Kaldo, try and bank left to see if you can line up a shot for me and Errin." He thinks for a second, then his voice comes over the comms again. "Gunnar, see if you can't reach out to them with the Force or something and either throw them off course or at least slow them down."

Kaldo and Rennah can both make checks to give us an aid another; Kaldo can do so while flying and Rennah can do it as a ship attack roll, which is 3+BAB at the moment. I think in starship combat Force power ranges do get extended, but I know using Far Seeing allows you to manipulate things beyond the range of things like Move Object.

Scarab Sages

Male Human Paladin 2(Knight of Coins), F +6 R +4 W+6 Max Hp 18 AC 15, touch 11, FF 14

you will have to get me wicked close to the bridge for me to reach someone there

how close do I need to be to utf?

far seeing: 1d20 + 17 ⇒ (13) + 17 = 30

mind trick: 1d20 + 17 ⇒ (15) + 17 = 32

there is something in your way, turn sharp right Gunnar knows this will cause problems with large ships in such close proximity.


Female Togruta Soldier 3 / Jedi 4 / Imperial Knight 2 - Hit Points: 103 (103)

Rennah tries to use the sensors to gi e the others a better shot.
Aid Another to Hit: 1d20 + 11 ⇒ (4) + 11 = 15

Urgh, low roll.


Female Echani (Near-Human) Soldier 4/Scout 3/Bounty Hunter 1/Gunslinger 1

"Hey, if they'll play nice, we'll play nice. But it's getting late and they need to head home," Errin says as she lines up a shot at the pursuing ship.

Attack with turbolaser targeting engines if possible: 1d20 + 13 ⇒ (19) + 13 = 32
Damage: 5d10 ⇒ (9, 10, 4, 2, 5) = 30 x5 = 150

The turbolaser whines, the powerful blast striking with the precision of a sniper rifle, almost certainly disabling the enemy ship.


Shadow's Status

I'll give Kaldo another day to get that Pilot roll in.


Male Duros Lvl 8 Scout / Lvl 1 Ace Pilot | Moved -1 on condition track (-1 to defense, attacks, skill, and ability checks) |

Sorry guys
Pilot: 1d20 + 12 ⇒ (11) + 12 = 23


Shadow's Status

Space - Day 5 Early Morning - The Fate's Emissary

GMtLF ONLY:

Pilot 1 - Disabled! Pilot 2 1d20 + 8 - 2 ⇒ (6) + 8 - 2 = 12. Pilot 3 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Shot Ion Blast - 1d20 + 8 ⇒ (12) + 8 = 20 DC 20 - Damage 4d10 ⇒ (3, 10, 8, 10) = 31

Errin's shot is on target. The second closest IRD spins out and away from the battle.

The farthest IRD takes a jerky motion and shifts even farther back, the Force it seems obeys Gunnar's commands.

The last Pilot though, stays close enough to the Fate's Emissary to fire off another shot and this time, it hits!

Emissary HP = 118/180

The ship cannot take too many more hits like that one.

Meanwhile, the other groups of IRDs close in...

Garrett - Use Computers DC 15:
You would say another 18 seconds at most and the second set will join the fray, another 30 and a second set of IRDs will also be on the group. Need to get out ASAP!

Round 3-
The Emissary - GO!
Enemy IRD (1)


Female Echani (Near-Human) Soldier 4/Scout 3/Bounty Hunter 1/Gunslinger 1

It's been a long time since I've done any starship combat with Saga, so I had to go back and review, but I noticed a couple of things:

* Kaldo has the Vehicular Combat feat, which means he gets to roll a Pilot check to try to negate up to one successful attack against the ship each round. It uses his reaction, but all he has to do is roll higher with Pilot than the to-hit roll and we would take no damage from that shot.

* Unless I'm missing a rule somewhere, ion shots don't bypass SR and DR. If that shot did 62 damage, our shields should have soaked the first 60 points, and our DR (15) would have absorbed the remaining 2. Since our shields were pierced, they drop by 5 points (from 60 to 55) against future attacks, until someone uses the Recharge Shields action (3 swifts, need Mechanics DC 20 check) to restore the 5 points.


Male Duros Lvl 8 Scout / Lvl 1 Ace Pilot | Moved -1 on condition track (-1 to defense, attacks, skill, and ability checks) |

Man, you guys know more about Kaldo than I do... :) Here is a roll to try and negate the attk

Pilot, just remembered condition track: 1d20 + 12 - 1 ⇒ (8) + 12 - 1 = 19

Lets see if I can negate that


As Errin said, I don't think ion damage bypasses shields and I'm also pretty sure it doesn't go past DR. If it didn't ignore either of those things... that's a lot of damage from an ion cannon. Yikes.

Garrett swivels in his seat and takes aim on the enemy ship following behind them. hoping to blow another of them away. "We don't have a lot of time here! We've got maybe half a minute before another squadron of IRDs are on us. Rennah, can you get those shields up to full strength again? If they can't break our shields that'll give us a better chance at a getaway. Errin and I will try and pick off anyone who gets on our tail."

Attack: 1d20 + 13 ⇒ (7) + 13 = 20
Force Point: 2d6 ⇒ (3, 1) = 4
Total of 23.
Attack: 1d20 + 13 ⇒ (7) + 13 = 20
Wow...

Damage: 5d10 ⇒ (1, 9, 10, 10, 6) = 36
Total of 180 damage.
Damage: 5d10 ⇒ (7, 1, 8, 9, 7) = 32
Total of 160 damage.

Use Computer: 1d20 + 12 ⇒ (16) + 12 = 28
Of course.

I took a shot for last round as well since I never took an action, but if I just count as delaying ignore the second shot I took.


Female Togruta Soldier 3 / Jedi 4 / Imperial Knight 2 - Hit Points: 103 (103)

Rennah fiddles about with the controls for the shield deflectors, seeing id she can fix them.
Using 3 swift actions.
Mechanics: 1d20 + 5 ⇒ (10) + 5 = 15

"Do you think it would help if I hit it with a hydrospanner?"


"Yeah, that'll work unless you want the shields to stay up, in which case it definitely won't help at all."


Female Echani (Near-Human) Soldier 4/Scout 3/Bounty Hunter 1/Gunslinger 1

"Don't hit the shield generator! That only works with the nav-comp," Errin growls, before lining up another pursuer in her sights and aiming for a disabling shot with the turbolaser.

Attack with turbolaser targeting engines if possible: 1d20 + 13 ⇒ (8) + 13 = 21
Damage: 5d10 ⇒ (3, 6, 8, 6, 2) = 25 x5 = 125

The turbolaser whines again, the destructive blasts lancing through the void toward another target ...


Female Togruta Soldier 3 / Jedi 4 / Imperial Knight 2 - Hit Points: 103 (103)

"Everyone's a critic..."


Shadow's Status
Errin Khass wrote:
* Unless I'm missing a rule somewhere, ion shots don't bypass SR and DR. If that shot did 62 damage, our shields should have soaked the first 60 points, and our DR (15) would have absorbed the remaining 2. Since our shields were pierced, they drop by 5 points (from 60 to 55) against future attacks, until someone uses the Recharge Shields action (3 swifts, need Mechanics DC 20 check) to restore the 5 points.

Indeed you are correct! Sorry I missed that, starship combat is not one of my strongest points of knowledge in Saga.

Scarab Sages

Male Human Paladin 2(Knight of Coins), F +6 R +4 W+6 Max Hp 18 AC 15, touch 11, FF 14

Gunnar will reach out again sensing the sitress of the moment (spend a force point for farseeing again) and then move object to steer the closest ship in the lead into as many trailing ships as possible

far seeing utf: 1d20 + 17 ⇒ (3) + 17 = 20

move object utf: 1d20 + 17 ⇒ (14) + 17 = 31


Shadow's Status

Space - Day 5 Early Morning - The Fate's Emissary

Kaldo attempts to roll out of the way of the Ion attack but is unsuccessful. Shields down 5 to 55 from 60.

Garrett and Errin fire at the fighter on their tail but he is able to evade their shots. The Force must be strong with this one.

I'll roll the Pilot check for Round 3 for Kaldo to move us along.

Kaldo attempts to pour on the speed to get away from the last IRD on the Emissary's tail.

Kaldo Pilot - Increase Speed - 1d20 + 12 - 1 ⇒ (1) + 12 - 1 = 12

GMtLF ONLY:
Pilot 1d20 + 8 ⇒ (18) + 8 = 26

The Emissary's shield pulls power from the engines preventing the burst that Kaldo was expecting.

Garrett forces the ship to veer off course but astoundingly, the pilot manages to spin the ship into position to pursue once more. Still, it's out of position to attack, for now.

Round 4 -
The Emissary - GO!
Enemy IRD (1)


"Dammit, I knocked them off-course but they're coming around again." Garrett waits for them to come around again, tracking them the whole time, before they're directly behind the Emissary again. "Rennah, keep trying to get those shields to full power. We're gonna need them at full power here soon when the rest of them show up." At that moment, Garrett's targeting computer blinks once and locks on to the fighter behind them. "I've got you in my sights now... you're going down."

Attack: 1d20 + 11 ⇒ (20) + 11 = 31
Damage: 10d10 ⇒ (10, 4, 2, 2, 5, 10, 1, 7, 10, 2) = 53
Total of 265 damage.

Yikes! That'll put a hole in a Star Destroyer!


Female Echani (Near-Human) Soldier 4/Scout 3/Bounty Hunter 1/Gunslinger 1

Yikes! I guess "reduced to component atoms" counts as "disabled," huh?

On the off chance it's needed:

Errin whoops as Garrett's shot takes out the pursuing ship.

"Nice shooting there, Garrett!"

She scans the surrounding void for any other threats, swiveling the turbolaser turret to engage as needed.

Attack with turbolaser targeting engines if possible: 1d20 + 13 ⇒ (2) + 13 = 15
Damage: 5d10 ⇒ (8, 2, 3, 10, 7) = 30 x5 = 150


Female Togruta Soldier 3 / Jedi 4 / Imperial Knight 2 - Hit Points: 103 (103)

"Damn Garrett, I think some of your protocols are running on overdrive."

Another 3 swifts to restore shields

Mechanics: 1d20 + 5 ⇒ (13) + 5 = 18


"I'm always running on overdrive, Rennah. That's how I keep on top of you all." Garrett frowns when Rennah fails to bring the shields up again, and pulls up a display in the gunnery bay. "Rennah, there's a power relay that blew underneath the shield's energy capacitor. That's what's giving you trouble. There's a replacement part in the cabinet to your left. That ought to get them back to full power." Hoping the situation is resolved and he can focus fully on the attacking ships, Garrett drops the display and turns back to his targeting computer.

I believe I should be able to Aid Another on that check, since I only use a standard action to attack. I'm basically incapable of failing the check to aid another, but I'll roll anyway. If it works, that gets Rennah a +2 to her roll, and that gets us to DC.

Mechanics: 1d20 + 12 ⇒ (7) + 12 = 19


Male Duros Lvl 8 Scout / Lvl 1 Ace Pilot | Moved -1 on condition track (-1 to defense, attacks, skill, and ability checks) |

Kaldo glances back, at the spot the enemy ship was once on. He looks forwards once more and tries to increase speed once again.
Pilot: 1d20 + 12 - 1 ⇒ (15) + 12 - 1 = 26


Shadow's Status

Space - Day 5 Early Morning - The Fate's Emissary

Garret's shot hits home and the IRD is obliterated! Errin's shot is wide but it does not matter after Garrett reduced the IRD to smithereens.

With his assistance, Rennah is able to get the shields powered up once more.

Kaldo gives the ship a burst of speed and it hurtles away from the planet and towards the dangerous Tion Cluster. Still, even with that speed the IRD's will catch up eventually, unless of course the Fate's Emissary can hit light speed first!

Round 5

Kaldo's piloting skills bought you another Round BUT the second set of IRDs will be on you in 3 Rounds, the third set 5 Rounds. Astrogation typically takes 1 minute. At -10 to the roll, you can attempt to achieve Light Speed in 1 Round. As you have a Navicomputer you gain a +5 to the check. The DC to successfully plot a course is 10. What do you do?


Female Togruta Soldier 3 / Jedi 4 / Imperial Knight 2 - Hit Points: 103 (103)

Rennah pulls up to the Navcomputer and tries to get through the various menus and calculations as quickly as she can.

Attempting to do it in one round, and will use a force point to do so.

Use Computer: 1d20 + 11 - 10 + 5 ⇒ (6) + 11 - 10 + 5 = 12
Force points: 2d6 ⇒ (5, 3) = 8

So the Astrogation check is: 12+5= 17! Hopefully that should be enough to get us out of here in a hurry!

After a very short mount of time, Rennah completes her calculations and punches them into the computer and reaches over past Kaldo and pulls the hyperspace lever.


Shadow's Status

Space - Day 5 Early Morning - The Fate's Emissary

For a brief moment, the ship pauses.

Then the familiar wormhole of hyperspace opens before you and the Fate's Emissary is hurtled forward to safety!

Head to the OOC Thread.

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