Variel's Reign of Winter

Game Master Neltji

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Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Jetro nods at Beck's words. I kinda think that things will got he same way unless Helgash wants to subdue.


1d20 ⇒ 18

Advancing forward Duardlara finds little to be wary of as she nears the wagon. From 10 feet away she still does not see any traps but can tell that the wagon busted a wheel likely causing the wagon to tip over on its side.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

Following behind 'Lara with the others, at a safe? distance, Venja tries to be aware of danger, continually turning trying to look in all directions...

perception: 1d20 + 12 ⇒ (9) + 12 = 21

... maybe dividing her attention too much?


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6
Beck Tavis wrote:

[dice=int]1d20+1

So now that we're out of ear-shot... He glances back in the direction of the pool to make sure they're far enough away to not be heard, That pool, it looks like it may be the last thing holding that portal in place. The Pipers are keeping the fey encroachments in place and as we break their creations the portal gets weaker.

Jetro Clampett wrote:
Jetro nods at Beck's words. I kinda think that things will got he same way unless Helgash wants to subdue.

"We have all reasons to believe this creature will be hostile toward us, but it has not attacked - I will attempt to parley" - the paladin speaks firmly, heading as close to the piper as he can, by moving around the pool and towards her.

"Well met again, you probably know why we are here" - he begins - "This does not need to end in bloodshed. Please understand, we must neutralize this font"



Sorry I thought I posted from work on this...but Venja you see nothing sinister either.

Helgash lets Duardlara scout ahead while he goes back to the water font. Speaking to the dawn piper he finally gets its attention. You speak of things you do not understand. You are ignorant of this realm. We, no I, will return the Hut to my realm. He then turns back and looks like he is dancing between the water droplets. His form blurry around the edges though so you can't tell if he is touching the water drops or not.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Well you gave it a try. Jetro says to Helgash.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6
DM Variel wrote:
Helgash lets Duardlara scout ahead while he goes back to the water font. Speaking to the dawn piper he finally gets its attention. You speak of things you do not understand. You are ignorant of this realm. We, no I, will return the Hut to my realm. He then turns back and looks like he is dancing between the water droplets. His form blurry around the edges though so you can't tell if he is touching the water drops or not.

"I fathom enough to understand, as I am sure you do too, that we are on opposite sides" - the paladin's eyes flare up - "We have taken upon ourselves to defend this land from the encroaching coldness threatening to creep in, and the hut is central to our efforts"

Taking a step forward, he adds - "We have shown this clearly thus far, as you know... We cannot leave without the Hut, but you are being given a chance to understand our claim and the reasons behind it, accepting without hostility that we strive for what we believe in - show that you are different from the others who denied it"

Diplomacy?: 1d20 + 13 ⇒ (18) + 13 = 31


The fey creature snorts at you. AsI said you know nothing about the situation. What you ask for is impossible. Once we set upon this course it was to see it to the end. Even though it is just myself that remains I am no less dedicated nor able to change my mind. If you wish to avoid confrontation then force your way through the brambles as that is the only option before you otherwise.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Are the brambles something we could realistically traverse?

At the fey's words, the paladin turns to Beck with a questioning look.


I think this got lost in the initial description but the brambles would cause d6+15-armor (not AC but actual armor) per round to go through and you could only move 5ft per round they are so thick.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

what about flying over them?


The brambles reach up 40ft and by the hut are domed over preventing entry that way.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

darn, ok


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

But if we went through the brambles, then we wouldn't have the hut... and we need that mate Beck says, getting next to Sheelah so he can cast when he needs to.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Uh-huh. I think the third verse will be the same as the first.


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

Duardlara comes back and asks the fey quietly. "You say we don't know. Enlighten us. What is the situation that puts us at odds with one another?"


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Helgash seemed about to say something, but he shuts up, allowing Duardlara to say her piece.


The font and I are 1. That is all you need to know.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Jetro sighs, knowing how this will need to go.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Helgash sighs also, frustrated at how every single step of their way seems to be continuously forcing them to draw steel - "Then you have chosen the wrong side. You would battle me if I decided to impose my own laws upon your land. Thus draw your weapons and face me, and those that decide to remain free from what you try to force upon them"

Drawing Cold Iron Bardiche.


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

"No, it's not. I need to know why the font and you are here."

She doesn't wait for a response, expecting nothing useful. She turns and walks away, heading toward the broken wagon to examine it.


Duardlara only map

Duardlara:

You stop a few paces away from the cart, as previously posted, and have not found any sings of traps after the first deadfall that you disarmed. Do you approach closer or head back tot he others. You can hear the sound of shouting and spellcasting behind you.
]

init:

Beck 1d20 + 2 ⇒ (15) + 2 = 17 +1/2 level in cold
Helgash 1d20 + 2 ⇒ (16) + 2 = 18
Jetro 1d20 + 6 ⇒ (7) + 6 = 13
Venja 1d20 + 5 ⇒ (7) + 5 = 12

1d20 + 6 ⇒ (8) + 6 = 14
1d20 + 4 ⇒ (13) + 4 = 17

the rest perception Dc 28:

1d20 + 12 ⇒ (16) + 12 = 28
You see another fey creature hiding in the woods to the west of Helgash about 25 feet away.

Map for rest of the party. Good guys up as the drawing of Helgash's weapon has initiated combat.

The white ring again denotes difficult terrain from the water font.


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

Duardlara looks at the wagon, a suspicion gnawing at her, but she must aid the others. She hustles back to the confrontation, wondering how best to deal with a water-fey.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Impossible to reach that Perception DC.

"I'm not sure if I will be able to reach her" - Helgash comments to his companions.

I'm going to delay until after Beck - if perhaps he changes into a shape that will be able to move closer to the fey and engage her in melee, he will cast Protection from Evil on the druid, then wade to the left - AI:5, bottom right.


HP: 131/131 || AC: 26 (30 with Mobility)

Greta growls in frustration - "Get out of that pool, and come face us then!" - she taunts, moving around to the other side, and drawing her greataxe.

Moving to AJ:10, top left.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

We are the gene police... YOU! Out of the pool!!


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

perception: 1d20 + 17 ⇒ (14) + 17 = 31

Hay, you! Git! Out of those bushes, Sheelah, sic it!

Beck shakes his head, no way to reach the fey. So he starts calling one of Nature's Allies and Sheelah moves between the party and the hidden fey (ah:16) in the woods. She readies an action to attack.


You guys can enter the pool it is just difficult terrain.


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

Can I cast lockjaw on Sheelah and send her to double move around the fey. She Can get to AK:7 with her 40 move that ignores 5' chic difficult terrain so I can set a flank and get an AoO if it moves.

AoO:

AoO?: 1d20 + 6 ⇒ (17) + 6 = 23
For 1d6 + 2 ⇒ (1) + 2 = 3
Grab: 1d20 + 10 ⇒ (10) + 10 = 20

Beck moves 10ft closer, drawing his scimitar.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

Venja moves up to where Beck was and sighs...

she readies an action to shoot a ray of frost at the fey if it takes any hostile action.

to hit ranged touch: 1d20 + 3 ⇒ (5) + 3 = 8 -4 if in melee at the time
dmg if hits: 1d3 ⇒ 2

le sigh


Helgash moves as far as he can after protecting the druid but can't quite make it far enough to be adjacent to the fey creature. Greta moves the opposite direction to cut off any retreat and to work her way around to the back side.

Beck casts a spell on Sheelah as Sheelah moves quickly forward through the water to get adjacent to the dawnpiper. Beck moves up and readies his sling.

Venja takes aim with a ray of frost but the rising water droplets distract her and the ball of ice flies off missing the fey.

Jetro steps to the left and hides as he remembers what happened last time and does not want to be targeted again and be overwhelmed with desire for Beck or Helgash.

Duardlara sees the wagon but hearing steel being drawn and spells cast hurries back the way she came.

Bad guys turn 1
The fey in the top corner grows to large size now threatening Helgash and Helgash threatens in return.

The dawn piper targets Sheelah defensively with unadulterated loathing causing Sheelah to possibly run away.

conc 1d20 + 8 ⇒ (4) + 8 = 12 The dawn piper fails though leaving it at the mercy of Sheelah.

Map update. good guys to go. Duardlara will be back after this turn.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

Venja shoots another ray of frost at the large fey.

to hit ranged touch: 1d20 + 3 - 4 ⇒ (3) + 3 - 4 = 2
dmg if hits: 1d3 ⇒ 2


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Jetro fires two +1 Cold Iron arrows at the Dawn Piper
Arrow #1: 1d20 + 11 ⇒ (17) + 11 = 281d8 + 7 ⇒ (4) + 7 = 11
Arrow #2: 1d20 + 6 ⇒ (9) + 6 = 151d8 + 7 ⇒ (4) + 7 = 11


Venja you ice hits some rising water drops and turns into a large fat blob of snow that gets caught in the upward motion. It hangs there momentarily before rising up and disappearing in the tops of the trees.

Jetro meanwhile plugs the dawnpiper with 1 arrow and he steps out of cover. Clearly he is tired of all these fey messing with people's minds.


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

As the fey grows in size, Helgash nods - "Very well then" - stepping to the side, and swinging as hard as he can - "Let us decide who prevails!" - his body glowing with holy light.

Stepping to AI:6 - top right. Swift LoH. Attacking with Cold Iron Bardiche.

Swift LoH: 2d6 + 2 + 2 + 2 ⇒ (5, 5) + 2 + 2 + 2 = 16

Bardiche: 1d20 + 8 ⇒ (15) + 8 = 23
Damage: 1d10 + 12 ⇒ (1) + 12 = 13


HP: 131/131 || AC: 26 (30 with Mobility)

Greta growls in frustration, and moves closer to the fray, plodding through the watery surface.

Double move to AJ:7 - top left

"You are running out of places to run to" - she barks at the dawn piper.


Beck and Sheelah still to go but moving on...

Helgash delivers a powerful blow to the sprigging almost toppling it in a single blow. Greta moves to the left at full speed through the water to get behind the dawn piper.

Sheelah starts to rip into the dawn piper who foolishly tried to cast defensively last time and failed.

Bite: 1d20 + 6 - 1 ⇒ (14) + 6 - 1 = 19
for 1d6 + 2 + 2 ⇒ (1) + 2 + 2 = 5
grapple check 1d20 + 6 - 1 + 4 ⇒ (19) + 6 - 1 + 4 = 28 success
Claw: 1d20 + 6 - 1 ⇒ (12) + 6 - 1 = 17
for 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5
Claw: 1d20 + 6 - 1 ⇒ (6) + 6 - 1 = 11
for 1d4 + 2 + 2 ⇒ (1) + 2 + 2 = 5

Even though Sheelah can not get past the DR of the creature she hits 2 times and locks her teeth around the dawnpiper effectively ending his capabilities.

Duardlara hurries back and is in time to see Sheelah lock jaw the dawn piper down.

Bad guys round 2 (well neutral actually)
escape attempt 1d20 + 5 ⇒ (2) + 5 = 7

Seeing the dawn piper locked in the teeth of Sheelah the spriggan retreats into the forest to never be seen from again. Fey are nothing if not capricious and fleeting in their alliances and when the tide turns against them they run!

combat over as the dawnpiper is not getting out and you can do what you want to him.

Helgash:

As these are not truly evil creatures and defeated you would find it against your code to kill him yourself. There is a chance that by knocking him out it might be enough to disrupt his power on the font and have it come crashing down. Great has no problems though killing the dawn piper and will if not stopped quickly.

Greta, with axe raised moves forward to chop the head off the fey while Sheelah has it grappled.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Jetro keeps the piper covered.


HP: 41/59 AC: 18 Saves F:7/R:4/W:10 P:+14(17) Hungerseed (Oni-Tiefling) Arctic Druid 8 Sheelah HP: 15/33 AC: 20 (+4) F:6/R:9/W:4 P:+6

thanks for the bot, Var

Beck prances over, So here's the question, he says, leveling his sword at the Dawn-Piper, Can you break your connection to this pond and leave? cause now's the time to do it. I can't let you take the hut, like i physically actually can't do it. So it's yer call, mate


The dawn piper just stares quietly at you as he continues to try and break free. Clearly he is not answering you as he feels he answered you enough already.


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

Venja walks over to the activity... peers at the dawn piper curiously and casts detect magic to see if there is an actual mystic connection between the fey and the pond.


Venja as far as you can tell, yes there is a connection between the existence of the font and the fey. How it exactly works you aren't sure but what it said before seems logical in that the essence of one is tied to the other.


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

Knowledge (Arcana): 1d20 + 12 ⇒ (10) + 12 = 22

Duardlara idly considers whether the proximity to the font is significant. Would knocking the creature unconscious break its association? Maybe just moving it away from the font?


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

"Helgash, the creature speaks truly - it's essence is tied to that of the font... I don't know if the bond can be broken outside of death, but I'd hate to destroy one and kill the other at the same time... However that is what it may take, I don't know."


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

"I understand Venja, but we are different from the ones we face, that is what we strive for, else there is no point" - Helgash also moves toward the fey, intent on tying her up - "Greta, please stay your blade - this is a defeated adversary. There is no need to simply murder her" - the paladin speaks in a calm but determined tone, then turns to Beck and Sheelah - "Allow me to tie and silence her"

Idea is to knock the piper out, and see if it helps :D


Knocking the dawnpiper out isa simple enough task with it being held by Sheelah. The font seems to ripple slightly but restores itself after a bit. Continueing on with Venja's line of thinking you takethe dawn piper away from the area and head back to the entrance of the forest and to the Market square proper. Depositing the dawnpiper there 1 of you hurries back to check on the font. To your relief the font is gone and all that remains in the area is 10 large oysters that were hidden by the water.


Human Fighter14HP97/112 Init+6,Per+14,F13R8W10 AC20T12FF17

Anyone peckish?


F 8 R 11 W 9 | hp 103/103 | Init +7 | Perc +20, +1 vs traps | Effects: Endure elements (vs. cold), Fly, Shield, Greater Darkvision Female Elf Rogue 3/Evoker (Admixture) 3/Arcane Trickster 8 | AC 23, T 14, F 20, CMD 19 |

"Oysters. One of them might have a pearl. We found a gem under the second fey's tree..."


AC 19/11/18 (12/t11/ff11) ; hp 63/63; saves: F 5 R 4 W 9; bab 4, melee 4, ranged 5; CMB 4, CMD 15; speed 30; init +5; aasimar (peri-blooded) Witch (winter)-5/Winter Witch-4
skills:
Acro 2, appr 5, bluff 3, diplo 6, fly 12, heal 5, intim 7, Kn arcane 16(17), know planes 10, know history 10, know nature 10, kn local 9, ling 9, perc 14, sm 3, splcrft 16(17), stealth 1, UMD 11/+2 hut

Does the dawnpiper have anything of value before we leave the unconscious form far from the font?


Roll20 / Male half-orc investigator (empiricist) 1/swashbuckler (inspired blade) 1 // Init +3; Senses darkvision 60 ft.; Perception +7 / AC 19, touch 14, flat-footed 15 (+5 armor, +3 Dex, +1 dodge) / hp 22/22 / Fort +5, Ref +10, Will +6

Yep, loot the piper and open the oysters.

Whaaaaaat? I left him alive. :D

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