To Wear the Carrion Crown (Inactive)

Game Master Haldhin

Running the Carrion Crown Adventure Path.


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3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

"Does an honest soul keep such tools about his domain? Vengeance is found at the end of a blade, not a brand, screw, saw."

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

Shanoa shrugs. "From what I know, this prison was used to hold the foulest of the foul - perhaps extreme methods were required in this case. I wouldn't presume to know all the circumstances that might have brought it to this."


Assuming the group talks as they move into the larger cell block, searching for anything unusual or important.

Map reference for the following encounter is U6

This guardroom contains a single large table with two chairs astride it and a single sagging cot pushed up against the eastern wall. Several battered cabinets line the northern wall, with a few arrows and bits of chainmail lying scattered on the floor nearby, yet the most eerie sight are the three fractured skulls sitting on the table next to a heavy hammer. It looks as if someone has arranged the fragments of the skulls in some sort of pattern, as if an attempt had been made to construct a fourth skull from the broken fragments of the trio on the table. The leathery body of a long-dead dwarf, his wiry red hair and beard still strangely vibrant in death, lies slumped on the ground behind the table.

Perception DC 15:
As the group searches the room, you begin to suffer from a terrible headache. About the time you squint your eyes from a particularly painful throb, you notice several bone fragments on the table seem to be rattling.

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

perception: 1d20 + 9 ⇒ (7) + 9 = 16

Shanoa squints and holds her head. "Ouch! Look sharp people, something's happening!"


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

This is why you were chosen. Be on your toes,Franc. Franc readies himself thinking of how they will address this coming menace.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

perception: 1d20 + 12 ⇒ (7) + 12 = 19

Karl readies his scythe, and calls out. Shanoa's right! Something's happening with those skull fragments!


Male Human Alchemist 4 (HP 28/28 - AC15, T13, FF12 - F+5 R+6 W+2 - Init+2 - Perc+8) (Effects: +2 save vs Poison)

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Roland winces.

That smarts.

Like a hammer blow to the skull?

Shanoa wrote:
"Ouch! Look sharp people, something's happening!"

"Indeed," Roland draws his enchanted dagger, and wields his cane menacingly. "Our dwarfish ghost is certainly about." He nods toward the table. "Remember, the Marauder was trying to repair his wife's skull by collecting pieces from the skulls of his victims."

Roland suddenly looks like he's been struck with inspiration, and re-sheathes his dagger, instead pulling out the remaining haunt siphon.

"Come get us you little blighter."


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Perception 1d20 + 3 ⇒ (15) + 3 = 18

Darren winces in pain from the headache, and instinctively draws his sword as the bones begin to rattle.


Male Gnome Wizard (Fire) 3 (HP 19/24 AC 13, T 13, FF 11/ F +3, R +3, W +3/ Init. +2/ Per. +2)

Perception: 1d20 + 2 ⇒ (16) + 2 = 18

Wincing at the pain, Oorin thinks back on those who have died so far. "I grow tired of this necromancy!"

Oorin casts Burning Hands, trying to engulf the table and the dwarf corpse behind it in the area of effect (as much as possible).

Burning Hands; DC 14(Ref half): 4d4 + 1 ⇒ (1, 3, 3, 4) + 1 = 12
3 dice from lvl, 1 die from Fire Wizard, +1 from Pyromaniac


The fragments on the table begin to rattle so violently, many of them fall to the floor. As the group collectively takes in the sight and sound, the fragments suddenly rise up into the air, forming three complete skulls that float in front of you - eyes glowing a sickly purple, and mouths open wide to reveal a black energy crackling within...

Then Oorin leaps forward and casts a spell, and a sheet of flame blasts the skulls across the room, and all three shatter against the rear wall.

A horrible sobbing fills the room, and a ghost rises from the body of the dead dwarf - his long red hair hangs in front of his face, but his shoulders shake as if crying uncontrollably. You also notice that both of his hands end not in hands, but in massive hammer heads.

Another ghostly skull forms behind him in the air - unlike the others, this skull is not made from actual bone, but the same ectoplasm as the Marauder. The skull appears to be missing a small wedge-shaped piece on the left side...

We'll go ahead and call that the surprise round - wasn't really the plan, but I'm not going to let Oorin's action go by without using it. :)

Let's roll initiative and let me know what you want to do. The dwarf obviously notices the group and appears to be raising his arms in a threatening manner. The skull behind him is not doing anything, just floating in the air.


Male Human Alchemist 4 (HP 28/28 - AC15, T13, FF12 - F+5 R+6 W+2 - Init+2 - Perc+8) (Effects: +2 save vs Poison)

Initiative: 1d20 + 2 ⇒ (11) + 2 = 13

Roland scowls, yellowish eyes narrowing. He points the haunt siphon at the Marauder's apparition and activates it.

I honestly don't remember the damage and effect on this, so feel free to roll for it, Haldhin.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Initiative 1d20 + 5 ⇒ (7) + 5 = 12

After recovering from the initial shock of the apparition's appearance, Darren gives a wild war cry and charges the beast.

Power Attack Longsword 1d20 + 9 ⇒ (17) + 9 = 26
Damage 1d8 + 7 ⇒ (1) + 7 = 8 (+3 strength, +1 magic bonus, +1 trait bonus, +2 power attack)


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

initiative: 1d20 + 4 ⇒ (17) + 4 = 21
Karl is almost stunned by the sheet of magical fire spewing forth from his diminutive compatriot, but quickly steadies himself and advances carefully on the spectral dwarf, warily striking out at it as he moves into a position to flank with the others.

defensive attack: 1d20 + 3 ⇒ (7) + 3 = 10
damage: 2d4 + 6 ⇒ (3, 4) + 6 = 13

+2 AC from fighting defensively. Move to a position to set up flank for another.

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

initiative: 1d20 + 7 ⇒ (3) + 7 = 10

Shanoa points a finger at the ghost to cast a spell but at the last moment changes her mind and aims at the floating skull instead.

Casts Disrupt Undead

ranged touch: 1d20 + 4 ⇒ (10) + 4 = 14 -4 if in melee
damage: 1d6 + 1 ⇒ (4) + 1 = 5


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

Hold Action


Male Gnome Wizard (Fire) 3 (HP 19/24 AC 13, T 13, FF 11/ F +3, R +3, W +3/ Init. +2/ Per. +2)

Initiative:: 1d20 + 2 ⇒ (16) + 2 = 18

Oorin uses his Bonded ring to cast Scorching Ray at the ghost.

Ranged Touch Attack:: 1d20 + 4 ⇒ (11) + 4 = 15 Possible -4
Damage:: 4d6 + 1 ⇒ (4, 4, 6, 3) + 1 = 18


First Round

21 Karl
18 Mosswater Marauder
14 Franc
13 Roland
12 Darren
10 Shanoa
09 Oorin

Oorin Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Franc Initiative: 1d20 + 2 ⇒ (12) + 2 = 14

Karl moves forward cautiously, lashing out with the scythe but missing the dwarf.

The Marauder retaliates by swinging his massive hammers at Karl, the first swing misses, but his second attack lands a devastating blow on the half-elf. Critical hit: 7 + 7 =14 total points; your profile shows 13, please confirm if that is accurate and you drop

Franc pauses to assess the situation. Feel free to post your action

Roland aims the haunt siphon at the dwarf and flips open the lid - the white swirling smoke flies out toward the ghost and engulfs it. As the smoke flies around the dwarf, it darkens to gray, then to black, before flying back into the siphon.
Damage: 2d6 ⇒ (5, 3) = 8

Darren leaps into the fray and slashes at the dwarf, his longsword cutting through the ectoplasmic form of the ghost.

Shanoa casts a spell and launches a bolt of energy at the floating skull - but the effect turns away from the skull to hit the dwarf instead!

Oorin you're up

DM Screen:

1d20 + 4 ⇒ (14) + 4 = 18
1d20 + 8 ⇒ (2) + 8 = 10
1d6 + 4 ⇒ (3) + 4 = 7
1d20 + 8 ⇒ (20) + 8 = 28
1d20 + 8 ⇒ (12) + 8 = 20
1d6 + 4 ⇒ (2) + 4 = 6
1d6 + 4 ⇒ (4) + 4 = 8


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

Moving to Darren's back Franc lays his hand upon the warrior's shoulder. Franc's grip becomes almost crushing for a moment before he himself feels his muscles bulge and the weight he carries now feel effortless.

Move to Darren; cast Bull's Strength


Male Human Alchemist 4 (HP 28/28 - AC15, T13, FF12 - F+5 R+6 W+2 - Init+2 - Perc+8) (Effects: +2 save vs Poison)

The fool half-elf will be killed!

I must save him!

Roland ducks into the fray, pulling a potion bottle from his coat and practically shoving it into Karl's mouth.

Cure Moderate Wounds: 2d8 + 3 ⇒ (8, 4) + 3 = 15


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

Damn, missed that the elf took a blast.


Male Human Alchemist 4 (HP 28/28 - AC15, T13, FF12 - F+5 R+6 W+2 - Init+2 - Perc+8) (Effects: +2 save vs Poison)
Franc DuMein wrote:
Damn, missed that the elf took a blast.

It's all good, I got him. :D You focus on killing the Marauder!


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Sorry Franc, was that Bull's Strength on me or you? I'm unclear on that :P


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

Haha, yeah Darren, it is. I just re-read that post and it is a little unclear.


Male Gnome Wizard (Fire) 3 (HP 19/24 AC 13, T 13, FF 11/ F +3, R +3, W +3/ Init. +2/ Per. +2)

Just an FYI (in case it as missed): my action for the first round is already up. It looks like I posted while DM Haldhin was typing his response.


Thanks, I actually did miss it. :)

I'm going to wait a bit for either Shanoa or Karl to post, but I'll continue ahead this evening if neither of them are able to post before then.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl drops to the ground with a sickening thud as the Marauder hammers into him, deathly still until Roland's rushes to his aid.

He sputters and coughs as the potion takes hold, gasping for air as the healing serum courses through his body.

hp=13 after potion

He kips up into a standing position and swings his scythe at the spectral dwarf.

acrobatics: 1d20 + 6 ⇒ (18) + 6 = 24 to avoid AoO for standing up, if that's allowed.

scythe attack: 1d20 + 7 ⇒ (12) + 7 = 19
damage: 2d4 + 7 ⇒ (2, 3) + 7 = 12


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

That's what I call some quality H2O.

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

Not sure if it was her aim, Shanoa tries casting again at the skull.

ranged touch into melee: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20
confirm crit: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
damage: 1d6 + 1 ⇒ (5) + 1 = 6
crit damage: 1d6 + 1 ⇒ (5) + 1 = 6


First Round

Oorin shoots a lance of fire at the dwarf, but the spell misses!

Second Round
18 Mosswater Marauder
14 Franc
13 Roland
13 Karl
12 Darren
10 Shanoa
09 Oorin

The Marauder focuses on Darren and hits him with both of his hammer slams! 9 + 7=16 total points damage; Fort DC 13 save or staggered

Franc moves up and touches Darren, granting him the strength of a bull!

Roland quickly pulls a vial from his coat and pours the draught down Karl's throat, healing some of his wounds!

Karl deftly leaps up and dodges the Marauders blow while hitting the dwarf with his magic scythe!

Darren, Shanoa, Oorin up next.

Karl, I'm fine with an Acrobatics check to kip up. The DC is the opponent's CMD, which you beat with that roll, so you're good.

DM Screen:

1d20 + 8 ⇒ (13) + 8 = 21
1d20 + 8 ⇒ (12) + 8 = 20
1d6 + 4 ⇒ (5) + 4 = 9
1d6 + 4 ⇒ (3) + 4 = 7

-----

The ghostly dwarf is in melee with Karl and Darren, Franc and Roland are a 5' step away, with Shanoa and Oorin at range.

The floating skull remains where it appeared, just hanging there and doing a whole lot of nothing.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Round 2
HP: 11/27

Fortitude Save 1d20 + 5 ⇒ (6) + 5 = 11 Damn! Staggered for how long?

Darren shudders under the Marauder's powerful blows, but manages to lift his sword and swing feebly at the ghost.

Longsword Power Attack 1d20 + 7 ⇒ (1) + 7 = 8

Extremely feebly.


Male Gnome Wizard (Fire) 3 (HP 19/24 AC 13, T 13, FF 11/ F +3, R +3, W +3/ Init. +2/ Per. +2)

Oorin casts True Strike on Darren.


Second Round - continued

Darren staggers for a moment, and a ghostly shard of skull flies out of his head toward the floating skull in the back of the room. The shard of Darren's skull spins and twirls as it tries to fit into the missing space of the floating skull. After a few seconds, the Marauder roars in anger and the ghostly shard of Darren's skull disappears in a flash.

Darren steps back into the fight despite the ringing in his head and swings at the ghost, but his aim is wide. Staggered for one round.

Shanoa casts another spell at the floating skull, but like the first, it swerves at the last moment and slams into the ghostly figure of the dwarf.

Oorin casts a spell on Darren to aid his next strike!

-----

You guys are doing great with the ninja posting while I'm updating the thread! :)

Next round actions please! Karl is back up on his feet, but Darren appears to still be suffering from the dwarf's attacks!


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

"I'll be wanting that back!" Darren yells at the Marauder, having recovered from the blow and feeling renewed with vigor at Oorin's spell.

Power Attack Longsword 1d20 + 28 ⇒ (6) + 28 = 34 I just really wanted to write that +28...
Damage 1d8 + 7 ⇒ (7) + 7 = 14


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Karl slides into flank with Darren and swings for the fences on the Marauder.

flanking power attack: 1d20 + 8 ⇒ (8) + 8 = 16
damage: 2d4 + 10 ⇒ (3, 1) + 10 = 14


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

Franc seeking to counter the blows laid upon Darren, forsakes one gift for another. Golden light begins to flow from his palm as words of silky comfort emanate from his lips.

Trash True Strike for Cure Light Wounds on Darren. 1d8 + 3 ⇒ (2) + 3 = 5

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

Unable to hit the skull, but seeing her spell at least seeming to be effective, Shanoa casts once again at the specter.

Casts disrupt undead
ranged touch attack: 1d20 + 4 - 4 ⇒ (1) + 4 - 4 = 1
damage: 1d6 + 1 ⇒ (3) + 1 = 4


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

New HP: 16/27

Thanks!


Male Human Alchemist 4 (HP 28/28 - AC15, T13, FF12 - F+5 R+6 W+2 - Init+2 - Perc+8) (Effects: +2 save vs Poison)

Will Karl back on his feet, Roland rises, dagger in hand, grim smile on his face.

The Stabbening: 1d20 + 5 ⇒ (3) + 5 = 8
3. Again. Un. Be. Lievable.

But with the traffic around the Marauder, he can't quite land a blow.


Third Round
18 Mosswater Marauder
14 Franc
13 Roland
13 Karl
12 Darren
10 Shanoa
09 Oorin

The Mosswater Marauder attacks both Darren and Karl, managing to connect with Darren's head again, but missing the half-elf. Darren: 9 points of damage; Fort save result = 13, just made it!

Franc casts a spell on Darren that heals his wounds, while Roland attempts to get through the Marauder's defenses.

Karl swings his scythe at the dwarf, but the blade barely misses the ghost's ectoplasmic form.

Darren manages to shake off the Marauder's blow, but he cannot recover in time for his attack to strike home. I reduced the attack roll by 20 since Franc traded out true strike for cure light wounds. Please correct if I misunderstood.

Shanoa casts another spell, but it flies by the ghost and disappears at it hits the wall behind him.

Oorin, you're up.

DM Screen:

1d20 + 8 ⇒ (15) + 8 = 23
1d20 + 8 ⇒ (2) + 8 = 10
1d6 + 4 ⇒ (5) + 4 = 9
1d6 + 4 ⇒ (1) + 4 = 5

-----

The dice roller is really messing with you guys right now, bad luck that round. Maybe next round will be better!

Feel free to post your actions for next round.


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Oorin was the one who cast true strike on Darren. It should still be there I think.


You're right, I don't know what my problem is today. Just missing plainly obvious posts. Darren's attack would have hit in that case. Sorry for the confusion!


Male Gnome Wizard (Fire) 3 (HP 19/24 AC 13, T 13, FF 11/ F +3, R +3, W +3/ Init. +2/ Per. +2)

Oorin will pull out his wand and launch a Magic Missile at the Marauder.

Magic Missile:: 1d4 + 1 ⇒ (3) + 1 = 4


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Round 4
HP: 7/27

Darren, wounded and desperate, continues attacking with the magical longsword.

Power Attack 1d20 + 8 ⇒ (7) + 8 = 15
Damage 1d8 + 7 ⇒ (4) + 7 = 11


Third Round - continued

Oorin aims his wand at the dwarf and fires a magic missile at the ghost.

Fourth Round
18 Mosswater Marauder
14 Franc
13 Roland
13 Karl
12 Darren
10 Shanoa
09 Oorin

The Marauder continues to focus on Karl and Darren, missing the half-elf but hitting the man. Darren, 6 points; made your Fort save]

But that was the last act of the ghost of the dwarf known as The Mosswater Marauder. The group bears down upon him and is able to finally slay the undead monster, and you watch in satisfaction as his incorporeal body disappears - the floating skull also vanishing a moment later.

Silence fills the room as the magnitude of events in recent days finally hits the group. You have defeated the last of the five ghosts Vesorianna told you about.

-----

He was reduced to zero hit points with Oorin's magic missile, excellent work everyone!

-----

As you move about the room, you notice a secret door hiding a closet in the south wall. Opening it, you find:

- six suits of masterwork chainmail
- six suits of masterwork studded leather armor,
- four masterwork longswords
- four masterwork heavy maces
- two masterwork heavy crossbows
- 120 crossbow bolts
- a separate quiver of crossbow bolts
- a wand
- four potions (all are potion of cure moderate wounds)
- a rope

Spellcraft DC 20:

- a separate quiver of crossbow bolts (+1 bolts)
- a wand (wand of hold person; 15 charges)
- a rope (rope of climbing)

-----

All of the ghosts have been defeated in Harrowstone prison. Do you want to do anything before returning to see Vesorianna?


Half-elf Ranger (Guide) 4 / Rogue 2 HP: (37/37) 49/49 / Init +4; Perception +16; AC 18/13/16; F+(3) 5, R+9, W+5; CMD: 21; Conditions: Mummy Rot - Con Damage: 4, Cha Damage: 4

Nice shooting Oorin! Is everyone all right? Darren, you look somewhat worse for wear...

Karl gathers up the loot after the magical members of the group have a look. Any of this stuff magical? These weapons and armor are fine work, we could probably get good coin for them if we don't want to keep them.

Ready to go back to Vesorianna.

Shadow Lodge

F Human Inquisitor 4 {HP32/32; AC16/12/14; F+5 R+4 W+8; Init+7; Perc+10}

Shanoa lets out a heavy sigh of relief. "Is it...is it done then? Are the people safe? Because I'm exhausted and would welcome a peaceful night's rest after all this." Looking at the weapons and armor, she adds, "With a bit of cleaning I could probably make use of one of those chain shirts."

I'll go ahead and mark the shirt in my inventory.


Human M Human Fighter 3 Paladin 1 {HP37/37; AC19/11/18; F+7 R+4 W+4; Init+5; Perc+3}

Darren slumps against a stone wall, beaten, torn up, and exhausted, but still smiling. "I've certainly felt better, Karl, but probably never prouder. Good work everyone!"

Yeah I'm ready, unless any of those longswords are magical :P


3 Cleric (Crusader) AC 19/ HP26/26 Fort 5, Ref 1, Will 6, Initiative 2

Burning Sanctuary for Cure Light Wounds on Darren 1d8 + 4 ⇒ (1) + 4 = 5

With smile Franc again brings forth a healing energy to ease Darren's burden.


Male Human Alchemist 4 (HP 28/28 - AC15, T13, FF12 - F+5 R+6 W+2 - Init+2 - Perc+8) (Effects: +2 save vs Poison)

Roland slumps against the wall, shuddering. When he rises again, the effects of his serum have worn off and he has returned to normal.

"We should return that badge to Vesorianna, and then head back to Kendra's to rest," He says in a raspy voice.


You return back to the main floor, trudge across the prison, and enter the room where you last spoke with Vesorianna. She appears as you enter just as you remember, tears continually streaming down her face, and the wispy blue dress constantly flowing around here as if in a breeze.

"I sense you have defeated the five most powerful spirits that inhabit this terrible place. Were you able to find a symbol of my dear husband, so that I may take his place?"

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