Variel's WotR

Game Master Neltji

From Level 1 to Level 20. Good luck heroes you might need it.

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Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yep. To both bridge questions. :) Definitely should leave some folks to guard it.

Now I'm guessing you both mean the "Army" folks, right? If so, which army?

Only problem with that is, with the Citadel storing 3 bad guy armies we're gonna need all the armies we can muster to help beat those guys down.

So with that being said, I'm no longer sure on what to do. :P But I will say, leaving the bridge unguarded could result in a bad idea. I'm just not sure on who should guard it.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Ok, so here's the thing about leading the army - I would like to do it. I think it could actually make for different group, like a strike team made primarily of archers, fast and hard hitters.

Let me see if I understood a couple of things straight first:

- The Commander can provide his boons to the army, even if he is not leading them directly in this or that combat, correct? that would be cool, because it allows the army to still be above average if the commander is with the group for a particular assault. I'm saying this because of: "The commander must be active with the army to grant a bonus on Morale checks or a boon to the army. Being active requires spending at least 3 days per week with the army. An army without a commander (whether because the commander is dead or because she isn't spending enough time with the army) loses 1 Morale per week. You may offset this loss by doubling the army's Consumption that week." - so as long as the commander is with the army 3 days/week, they still excel, even if he can't be there for a fight, yes?
- On the other hand, Zewaar has only one (or two) ranks in Profession (Soldier) and Charisma 8, which means only one single boon, and a Leadership score of 7 :/
- This means the Boon I would take would most likely be Loyalty, lest the army simply fall apart on the first battle.

All that being said, perhaps I am not the best candidate :D

As for the the bridge issue, I do think we need to defend it, or this battle may have been for naught.


I have not looked at the mechanics that much but I could see the possibility of breaking the large rescued army into smaller parts if people want to control their own group. large is 200 people so it could break down into 2 armies of 100. Again I haven't looked at the rules yet but I think it would increase the consumption overall by 1 and decrease the DV and OM by 1 each and reduce the HP to 8 each. It is the HP that I am unsure about as you are effectively gaining HP this way.

This option would allow for each smaller army to cover different sections of the bridge yet individually be weaker and easier to be taken out.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

I'd be happy to see it stay as a unified force, but if the consensus is to split, that's okay with me too... I'd be happy to lead one of the forces if it gets split and put my 5 sp into profession soldier next level, since i have a high Charisma but I'm afraid the army mechanics are a bit much for me and I'd need some help with them. But if Zeriax wants to do run it as one force, that's fine too. I'm just afraid his charisma might have negative effects. If that's not the case, then it's not an issue.


Do not worry too much about putting ranks into profession soldier at this time. The majority of army leading is over and the little that does occur Garith can handle at that time with his ranks.

Outside of the sp and mechanics this is more about RP and who wants to lead and if you want to split the army currently or not. Once the citadel is taken then the armies are in the background till later in book 3. 2 levels and 1 mythic tier before then.


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Well then by all means, for rp purposes, and since he WANTS to do it, and cha isn't a factor, I think Zeriax should lead the new army! Huzzah!


2 votes for commander Zeriax. Take it away Zeriax. What do you want to do with the Freemen (and women for those politically correct types) of Drezen? Garith what are your plans to do with the Claw of Terendelev?

Morgrym sounds like he is willing to hold the bridge by himself if necessary and with his damage he could do a lot unless they pincushion him with arrows before he gets to them.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I think keeping them together is a better idea. The larger the army, the stronger it is.

Now look at this:

Army Size....... Number of Units... ACR
Large.............. 200.................. CR of individual creature +2

Okay, this is how you determine ACR:

If an army is cavalry, use the mount's CR or the rider's CR, whichever is higher. For example, an individual orc warrior 1 is CR 1/3, so an army of 100 orc warriors 1 is ACR 1/3; an army of 500 orc warriors 1 is ACR 3 (4 steps greater than the standard 100-unit army). If a group's ACR would be lower than 1/8, it doesn't count as an army—add more troops until you reach an ACR of 1/8 or higher.

So say we've got an army of 200 CR 1 fighters(to make it a bit easier than this 1/3 crap) you would add the +2 to that to get 3.

Why is that important? Well now you multiply that 3 to the average hit die of the fighter. Which is 5.5. Which would give you 16.5 hit points which you would then round down to 16(per the Ultimate Campaign. Not sure why they round down. You'd think they would round up, but, whatever).

So the bigger the army, the more hit points. What would be so freaking awesome is to somehow find a way to form a big ol' army made up of Calvary units that hover around at least the CR 3 range. :)

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

I think we sould take a day and recover, having the Freemen guard the bridge and camp on the south-bank. Could we get an army to the hill if we have sentries posted?

The Freemen could cross the bridge and reinforce the Paladins in case of attack, and the Paladins could move out an attack from their place on the hill if the Bridge is attacked? We post guards on the watch-towers to keep an eye on the enemy armies and light signals if the forces within the city move in the night.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

@Javell: The default since 3.0 has been to round down unless specified otherwise. I presume that's what is in effect here.


Hey guys just realized I never finished the post from last night. I put my daughter to bed and woke up this morning still there. Sorry about that. I'll get both updated tonight.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

im at a seder this evening, so i will likely not be posting till tomorrow


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

Happy Passover.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Maelchar: Okay, am I losing my mind(high, high possibility) or did you switch your avatar? Because my first response was: "Hey, that's a cool avatar." And then my next response was: "Wait a minute, did he switch it?" :P


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

yup, I changed... and I made a post about it too, but apparently it got eaten by the board... sorry about any confusion... actually it's still there - it's on the main board.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

The fireballs styled his hair


hp 99/101, AC 24 12 23 (21 T12 FF20) , bab +6/+1, melee +9, missile +7, cmb 9, cmd 21, F 12, R 11, W 14 +3 vs mind affect, init +3, MP 8/9 weapon 7/7 angel blooded Aasimar oracle metal 7/mystery cultist 2/mythic 3
skills:
Acrobatics -2 bluff 7 craft: weapons 5 diplomacy 16+2 disable 5, heal 5, intimidate 15, know history 6, know planes 9, know religion 11, linguistics 7, perception 13+1 sense motive 9, spellcraft 5, stealth -2, swim 0

lol... or at least burned it back a bit.

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

And tomorrow morning is easter mass and brunch/lunch


everyone still out there? If my post wasn't clear it is the morning of the next day.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

I haven't even had time to look, sorry. Will check it out later after I get home, but it's time to hit the road right now.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Apologies for the lack of posts guys - a mix of work and family duties bore down on me for the past few days. I should be able to update tonight.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Do we get the Mythic uses we used all back for the new day?


yes Javell your mythic points will reset for the next day.

Zeriax, unless I am missing something but you will be fatigued the next day if you are up all night with the Ravens. The undead came up from the ground and covered the entire area. It was not like they marched forth. The area that was not affected was the far side of the bridge closer to the citadel itself.

Nasira, each symbol of healing restores 2 hp back to the army. That is what we decided last time anyways. at post 1451 in the discussion thread.

Pakak you need to make a knowledge religion check for the creature DC 24 since you haven't seen the creature at all and are going off of a single ability to try and identify it. will let Pakak try first before Aravashinal tries it.


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

You are right DM Variel, it was just some fluff :D


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18
DM Variel wrote:
Sorry for the poor posting rate this week guys. Bad work week combined with terrible two's from the youngest just tired me out.

Such is real life Variel - no worries whatsoever, my kids also got me pretty busy this last week ;)


Current Status:
AC: 28 (T21/F26) || HP: 37/102 || Mythic left: 6/11 || WW Legendary Power left: 1/2 || Perfect Strike left 3/7 || Ki left: 8/10 || Effects: Mage Armor (w/ Arcane Endurance and Wild Arcana) + Barkskin + Div Favor
Male Garuda-Blooded Aasimar (Plumekith) || HP: 102/102 (Normal: 102) || Init: +13x2 || Ki Pool: 10 || Mythic: 11 || Perfect Strike: 7
Spoiler:
Stealth +16 || Per: +21 (+22 vs. Traps / +23 vs. Evil Outsiders) || AC 26, T21, FF 24 || Fort +14, Ref +13, Will +18

Guys, just a heads up to say I will be travelling on work for the whole next week - not really sure what kind of internet access I'll have, so can't guarantee any posting, but I'll try to drop a line whenever I can. Best bot me as needed though.


Just wondering if you guys are waiting on me for something. I am waiting to see if Pakak tries to dispel the unhallow spell. There is a spell on the door as well and it is locked. Zeriax is gone for a bit but I can bot him pending your guys actions.


Male Dwarf Wizard (Abjurer)-9 (Mythic Archmage 2)(Current HP 54/62)

Sorry, Pakak was waiting to see if others thought he should give that a try or save the spell


up to you at this point Pakak. If not let me know then I will have Zeriax try to open the door. Just ready to get this moving again and get you guys past the army stuff into the citadel proper.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Can Nasira aid Pakak in some fashion here? Otherwise, she's waiting for others to do their schtick.

Never mind, I didn't realize Pakak has already rolled long ago.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Wait a sec, since all of us have darkvision, the darkness shouldn't affect us at all, right? Or is this some type of super duper darkness that we can't see through and I've never heard of?


Just regular darkvision. But if it is already darkness inside then the prevailing darkness drops even further to where darkvision is not even working. You are okay out here and even near the doorway. Further in though it could be a problem.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Huh. I always thought darkvision could penetrate any darkness.

But I just now see that Deeper darkness blocks darkvision. Did not know that.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

How does it interact with the daylight spell? I realize that the daylight doesn't dispel it like I'd hoped, but where the two spells overlap, doesn't the light spell still reduce the darkness level?

Sovereign Court

Angelkin Aasimar - (Status: Normal) SS 12/G 5 | HP:30/136 (-1wis drain) | AC: 32(33) [39] | CMD: 31 | F:16/R:13/W:13 MP:8/13 (RadMP:2/2) Aura 20ft DC:19 to Teleport

sorry, my ind is kinda a waiph-brain-scramble, and someone tossed is some mileand whipped it up nice, so it's extra fluffy and part of your balanced breakfast, or would be if it wasn't cooked in bacon-grease...

so yeah, anyway... not really sure how to deal with supernatural darkness. . . Deeper darkness totally ignores mundane light sources that aren't the sun and stuff, right?


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

According to the spell description, it reduces the available light by two steps. The steps are bright light, normal light, dim light, darkness (pierced by darkvision), and supernatural darkness (blinding those with darkvision).

It would seem to me that in the range of the daylight spell (which is bright light for 60'), the light conditions would be dim - sufficient for our darkvision - but beyond that we would be effectively blind. But I don't know how Variel will rule it - that's just my opinion and it's far from binding at this table.


I am looking at the rules as I thought that a darkness spell of higher level was impervious to lower level light spells. AS the darkness spell is effectively 5th level from the unhallow spell you would need a 5th level light spell to adjust the lighting inside.


Found the reference I was looking for. Under the description of the darkness spell it states that light spells that are a level lower than darkness do not alter the light conditions in the affected area. Basically it makes it so that you will have a 50% mis chance to give the creature a chance against a party of 4.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Gotcha, that makes sense. I was overlooking the level comparison.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

@Variel: I'm not sure which side of the 50% coin is a hit in your book, but however you want to roll with it will work for me and we'll go from there.

It says 50% miss chance so I'd have to say 50% or lower would be a miss. But I've confused myself now because I had a different take on it in another thread in which I went with higher than 50 was a miss(which I did) so I don't know which dang way to go with it anymore. :P


1-50 is a miss


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Actually, Ability damage is kinda weird. You don't lose anything from your initial score:

Diseases, poisons, spells, and other abilities can all deal damage directly to your ability scores. This damage does not actually reduce an ability, but it does apply a penalty to the skills and statistics that are based on that ability.

But for every 2 points of damage(regardless of what your actual Con score is) that's when you subtract your level in hit points.

For every 2 points of damage you take to a single ability, apply a –1 penalty to skills and statistics listed with the relevant ability.

As per Morgrym, he's been hit with 4 Con damage. That's a -2 penalty. Multiply that by 7(which is my total Hit Die) and I've taken 14 damage. You'll notice on my latest post that my Hp's are at 86. Normally I have 100 hp's. Since Garith is at 11 Con damage, he's treated as if he's still at 10.

And I'd yell for you to run for your life, Garith, due to the fact if you get hit again you will probably be dead if he rolls good enough. Con is the only ability in which you will die if the damage exceeds your Con score. But seeing how you're a paladin, I realize that's a moot idea. :P

Here's A Link

Garith should actually be down 35 hit points.

And all the bolded for emphasis is mine own. :)

Edit: And this I am basing it off to be DAMAGE and not DRAIN due to the fact that Variel has typed it as such. DRAIN is obviously a whole different beast.


It hanks for the link. I have always played it as if a character has an even number score and takes an odd number of damage then it functions like having that odd ability score. That is why sine he took 11 damage he would have taken 42 damage. Reading that exempt though you are right and Garith should be only 35 hp down.

Another good hit to Garith though and he will be down and out completely. Good news is that with 1 spell it is all healed up.


Wife has the computer for the night as she is applying for a new job. As such no real updates from me tonight.

Of course there is not much going on as a few of you have things to figure out. What bonus do you want for the next 24 hours, how are those with on damage getting it restored, plans to assault the keep.

Also keep in mind that next fight you will level up both character level and mythic level!!!!!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Okay, decided I'm gonna roll with the AC bonus. It was between that and saves because with saves, those never seem to be high enough. Especially with the way I roll. :p
But, my AC stinks way worse than my saves so have to go that route.


Looking at the loot list there is a scroll of restoration in there. That would do the trick if you wanted to use that. There also appears to be potions of lesser restoration in there as well.

Might want to take a look to see if people want any of the consumables there or if you want to use them.


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

Oh, jeez. I totally forget about that loot list.

I think we want to use the scroll of restoration, for certain, for Garith. Potions or spells from the Healer's Corps could get Morgrym back on his feet again.

And I would absolutely use that wand of spiritual weapon if that's OK - that would give me a spell slot to use elsewhere.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I'm only down 4. So we can save the potion since Sosiel rolled so freaking awesome! :)


Cleric of Sarenrae 14(11) [ HP 96/111 (0 NL)| AC 28 T 17 FF 24| F12 R10 W16 +2 vs Death Effects| CMD 28| Init +10| Perc +7, Darkvision 60' | 5/8 Channel 7d6 DC 22 | Restorative Touch 7/7| Hierophant MR6| MP 3/15 Surge +1d8 | Staff of Healing 4 chg | Effect: ]

I will be away for a week. I suspect posting will be restricted or non-existent. Feel free to bot Nasira as necessary.


btw the next fight for the PC's is going to be run a bit different. I am going to hold true to init and will check in multiple times throughout the day for updates as the combat is going to be quite intense. If I lumped the badguys all together I guarentee that at least 1 person would die in the first round with just average rolls.

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