the darkness comes (Inactive)

Game Master Daedeloth

the darkness comes

a pathfinder campaign set in the underdark


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Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Dolgrin scans the yard for any signs of activity that would indicate the parties intrusion has been discovered.

Gotta get out of here before the alarm goes up...

perception: 1d20 + 12 ⇒ (17) + 12 = 29

If possible he will try and take them back over the walls-assuming there is a catwalk they can repel from. If not he will start moving the party towards the front gates.


The party makes its way to a catwalk along the wall and Dolgrin is able to hastily secure a rope to let the group climb down.

Dol climb: 1d20 + 6 ⇒ (3) + 6 = 9
Ang climb: 1d20 ⇒ 15
Maq climb: 1d20 ⇒ 19

The party makes it down the rope without incident and manage to get all the way back to the building with the entrance back to the cavern.

Angruk takes one look at Dol when the party arrives back at the cavern entrance and says "No further tonight, Dolgrin needs to rest or he will do himself further harm. I will need to rest and pray to get the proper spells to rid him of his disease. Maq make sure the door is locked and you and Anvil will need to keep watch most of the night."

perception rolls for Maq and Anvil


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

"Okay Angruk", I lock the door.

perception: 1d20 + 9 ⇒ (13) + 9 = 22


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Grumbling-Rest my ass. Deep scouts go days without rest. It's part of our training. Why I could go for miles before another break. Just need to sit and adjust my boots before we move on. SNuuuurrrkkkk...zzzzzzzzzzzzzz.....

The strenuously protesting dwarf falls asleep where he sits, his body falling back into his pack and the first hint of drool creeping from his lips as his head lolls to the side.


Giant Beetle Animal Companion-3; AC21; HP28; INIT+3; bite +5/1d6+2; +8trip
save:
FORT+4; REF+4; WILL+1
skills:
fly5; perception6; stealth11; attack; defend; down; guard

The beetle looks at Angruk with some sense of understanding, Click! Click! and takes up a watch position on the ceiling.

perception: 1d20 + 6 ⇒ (10) + 6 = 16


During the night, Maq hears the town come to life with an uproar as news of assassination of a leader of a drow noble house spreads. From passers in the alley, he overhears rumors ranging from a rival sibling seizing control to an Elf paladin from some surviving surface realm on a quest to right wrongs to a move by another drow house to shift the balance of power.

In the morning, Angruk casts remove curse and remove disease upon Dolgrin. Dolgrin looks immediately better but still at -2 CON for the next 48 hours.

"That should remove the affliction from yer body Dol, but yer like to be a bit weak for a couple days."


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Eyes weary from their trial, Indeed and I'm thankful we found you when we did Angruk, otherwise I'm sure our bones would have joined the countless others in the Dark. Let's be back to our mistress for our reward. He smiles grimly at his last remark.

Head back to Drow HQ perception: 1d20 + 12 ⇒ (16) + 12 = 28


As the party makes it way back through the caverns Dolgrin believes that he hears sounds of someone following behind on occasion but despite keeping a careful watch he never sees anything pursuing the group.

About half way through the day the potions that allowed you to look like drow wear off and you resume your normal appearances.

Finally, after what seems like forever the group arrives back at the cavern domain of Eskanor and Eskanee. Dolgrin uses his ring to unlock the door and lets the rest of the party pass through as he takes one more glance over his shoulder as he again hears what he swears is a footstep of a humanoid. Seeing nothing, he enters and securely closes the door behind him.

Eskanor appears within seconds of the party's return and asks: "Success my friends? Tell me of it?"


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Not sure if you have any powers for finding out, but I SWEAR something was following us out there. I tried to catch a glance of it, but whatever it is was to elusive for me. I heard it again as we entered. Not sure if we should be worried or not, but I'm not a big fan of surprises.

As for success, I believe so. I'm hoping this is the head you were looking for. Dolgrin courteously extends the sack containing the female drow's head to Eskanor. It wasn't easy, not by any stretch, but I'm we have done you proud.


"Yes, that certainly looks like Soranne." He takes the head and sack from you.

"I'm sure my sister will want to verify its Sorann, she'll probably talk to the dead b&++# herself just to make sure her shade knows that who was behind her death. In my experience female drow enjoy gloating over such things. But I do not doubt this head is hers, you have proven most resourceful and useful. How did you manage it, might I ask, how was she guarded and how did you overcome her formidable powers?"

Also let me know if you want to tell him about the note you found that Maq translated.

And level up.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

It wasn't easy that's for sure. First we had to get into the compound. Gaining entry we went about searching the place overcoming many guards and traps, not to mention a less than friendly demon-thing. Finally we found Sorann resting in a lake guarded by electrical death, only to discover it was a flesh golem in disguise. After dispatching that, if barely, we found a secret chamber underneath where your friend was taking a nap. We made sure she will never wake up. Oh, and Maqej found this note. He says it has something about Sorann and a person named Dalt working to drive you and your sister from the city. I need a bath, a drink, and a nap, but not in that order.


Eskanor:

"Sorann always had a thing for golems but I don't think she was napping, probably some sort of astral travel or communication, maybe even with this Dalt fellow. The name means nothing to me perhaps my sister will know or a bit of research might turn up some clues. The letter bears closer examination as well, it reeks of magic. Well done my friends, relax have your drink, your bath, your nap or all three if it pleases you."

He walks over to the cavern wall and opens a concealed door which leads to a comfortable guest suite for the party.

"I will give you a chance to recover and then we can talk more. I need to deliver this head to my sister and study this letter. When I come back you will be free to depart though I hope you will agree to remain in my employ."


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Thank you. We will talk amongst ourselves. Working for elves, DARK elves, no less seems uncomfortable at best. We'll let you know. It would help if you could direct us to missions that would resolve the darkness on the surface. This may be great for your kind but I know our folk are less than thrilled you might say.


Eskanor:

"Hmmm, as you say Dolgrin. But you might be surprised by the truth of the matter. My sister fought against the drow houses that brought disaster to the surface. At her direction our house fought and lost. Most were slaughtered and the rest of us were driven from our rightful place to end up here. My sister's opposition to the others was not out of any love of surface dwellers mind you, but for her own reasons. And she still resists the other houses and their allies and seeks a way to undo what has been done. So our purposes may be aligned, we can talk more of that on the morrow, I have work to do."

He departs.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

"Wow, sounds like the drow caused the darkness. I should've guessed. He may be lying, but I believe him."


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

I'm not sure why he would lie about it and the circumstances certainly seem to support his story, but these dark elves lie as easily as breathe. It seems like we have no truly good choices, but I'm willing to look at what Desna may bring us and being this close to the Drow in a 'safe' place will make our efforts to restore the light that much easier. As my Dad used to say, 'If two orcs are busy brawling stand back and cheer.'

Dolgrin rests and prepares for the dark elf's return.


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

"The enemy of my enemy or some such."


The next day Eskanor returns.

"My sister was pleased turns out the head belonged to Sorann."

"You are free to go, unless you want to try your hand at finding and eliminating Dalt. Seeing as he wants me dead I'm in favor of your continued employment. I was able to conduct a bit of research and though I can't be certain I believe that Dalt is some sort of powerful were creature or vampire."

"While you remain in our employ I can continue to supply you with potions that will allow you to look like drow. I can also fence any looted items you obtain for 90% of their value and obtain more useful things in their place. Plus you will have a relatively safe place to stay with free room and board."

"What say you?"


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

I think we are willing to show this Dalt the error of his ways ... permanently. It appears Desna, or her dark elf sister, have set our feet on a path that has us journeying with you for a while. Anything that brings us closer to returning the sun to the skies while drawing breath for another day sounds like good work to me.


"That is good news. I will procure the items you have requested Dolgrin, it will take about a week but that will give me time to try to get more information on Dalt and hopefully a location. Does anyone else have any specialty items they desire?"


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

"I'm going to wait and buysomething later....thanks though."


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

"Enchantments for my armor and shield, thank you."


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Thank you Eskanor. In the meantime we will train and prepare for our next venture in your service. Hopefully once our new equipment arrives so will word of our next assingment.


Eskanor returns with the requested items the following week. Everyone is now well rested and recovered.

He tells you of a particular tavern in the drow town you visited on the island, it's called the Golden Locust. Allegedly some of the clientele are suspected of being were creatures and possibly in service to Dalt. He suggests you start there.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Sure enough Eskanor; we'll do some digging and see what turns up. Won't be the first time a vile were-thing has met its end at our hands.

Dolgrin leads the party back up the tunnel to the 'safe' house; alert for any signs of what was following them before. Once there they quaff disguise potions and head towards the Golden Locust.

survival tracks: 1d20 + 14 ⇒ (11) + 14 = 25
perception threats: 1d20 + 13 ⇒ (3) + 13 = 16

city perception to Golden Locust: 1d20 + 13 ⇒ (13) + 13 = 26


You make it about 2/3 of the way to the safe house when Dolgrin sees some very fresh tracks, he is certain it is orc, after continuing on for several more minutes you can see and hear a group of 5 orcs ahead of the party.

You can get a surprise round off on the orcs if you want to attack, otherwise you can probably wait a few minutes and they will be out of your way.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Dolgrin attempts to hear what the orcs are saying and observe their actions. Seems pretty random; better make sure before we tuck them in goodnight.

Looking back at the other party members, Be ready; follow my lead.

strenuously listening: 1d20 + 13 ⇒ (20) + 13 = 33


You hear the orc in front: "No more trail rations tonight, we will feast, the drow have promised fresh meat."
The third orc in line: "Human? They're the juiciest!"
The first answers: "So long as its not a stringy dwarf, I'll be happy."

You can also hear the occasional sounds of their footfalls as well as some muffled sounds from their armor, weapons and equipment.

You also notice that they appear to be better equipped than your run of the mill orcs.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Dolgrin fights against every instinct and desire that he has-If we are to use these tunnels on the regular then I think it best we not alert the powers that be that we do. As much as it pains me these orcs will live another day.

Wait a few minutes until the orcs move on.


The orcs move on and the party makes it to the safe house where you drink your potions before heading out into the alley.

The Golden Locust is about a 15 minute walk from the safe house.

Any special actions before heading out?
Any special actions on the way?

Perception checks for the walk to Golden Locust.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

perception: 1d20 + 13 ⇒ (6) + 13 = 19

Any thoughts on how to tackle this mission Maqej? I don't think we can just walk right in and start asking for Dalt, and we don't seem to be the slyest at just hanging around inconspicuously and waiting.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

"Well, how about if we start hanging out there. You know, spend a little time drinkin(just a little mind you), talking, but mostly listening. And see what turns up. May take us a bit, but it could work."


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

perception: 1d20 + 9 ⇒ (8) + 9 = 17


The party doesn't notice anything out of the ordinary in the drow town on the way to the Locust.

You enter the tavern through a pair of saloon style swinging doors, a 30 foot long wooden bar running the length of the room with about 10 bar stools. There are five tables in the center of the room and six booths along the wall opposite the bar.

9 of the 10 bar stools are occupied. Three of the five tables are occupied and four of the six booths are filled. The place is pretty busy but not yet at capacity.

There are 2 male drow working behind the bar and 2 female drow working the rest of the room as waitresses.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Let's try and get a booth. We'll hear less but we'll be less conspicuous. What do you think?


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

"Sounds good Dol"


The last 2 booths are empty, the party sits down in 5 of 6.

At this point you also notice a door in the back of the tavern.

After a couple of minutes one the waitresses comes over and asks, "What'll it be, wine or ale?"


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Wine for me.

Dolgrin closes his eyes and listens to the voices in the room trying to see if he can pick up anything interesting. If nothing catches his ear he opens his eyes, continuing to listen, and focuses on the back door.

perception: 1d20 + 13 ⇒ (12) + 13 = 25


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

"Ale!"


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

"And ale for the lad as well, he was overwhelmed by the choices."


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

"Thanks Dol. It was a tough choice."


The waitress rolls her eyes at the group and heads off to get drinks.

Dol listens for a while and the most interesting thing he hears is talk of the assassination of Sorann. Word in the street is that a rival took her down.

He opens his eyes when the drinks arrive. As the party drinks he continues to observe the room. After about 20 minutes he notices a large male drow grab drinks from the bar and head through the back door.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Do I notice anything different/special about the drow besides his size; any glimpse of what's through the door?


The drow was well armed and his clothing was well made. The angle from your table prevented you from seeing much but you believe it was a hallway rather than a room directly beyond the door.


Ranger 6/Hunter 1 AC25 HP113 INIT+10 +2greatsword +12/+5 +14PA
save:
FORT+15; REF+13; WILL+6
skills:
acrobatics5; climb5; disable device13; handle animal2; heal6; dungeoneering8; geography5; nature5; perception14; spellcraft4; stealth12; survival17; swim6

Maqej, maybe you should ask about what's beyond that door and see if you can finagle us past it. I haven't heard anything that would point us in the right direction and that drow seemed better armed and equipped than the rest of this group here.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

"okay", head for the back door, like I'm looking for the restroom.


Maq makes it over to the door and opens it without issue.

Maq:
You open the door and another large drow (not the one that went through the door) looks at you expectantly, two possible thoughts pop into your head: he expects a tip or password/sign.


spells:
0:Det.Magic,RdMagic,Message,RayFrost,Drench,DisruptUndead,Breeze;1:MageArmr ,ColorSpry,BrnHands,InfHeal,Shield,MgcMiss;2:FlamingSphere,StoneCall,Scorch ingRay,MirrImg;3:Haste,ProtEner,LigtBlt
Sorcerer7(FlameElemental) ac19w/magearmor 68hp init+11
saves&skills:
Fort:7 Ref:7 Will:7 Bluff13,Spellcraft7,Perception11,Knowarcana5,KnowPlanes4,Intimidate10

"uh, is the bathroom back here" bluff: 1d20 + 12 ⇒ (10) + 12 = 22


The drow glares at you.

"No fool! Piss on the street like everyone else!"

He closes the door.


Dwarf Cleric-7; HP:78, AC:25, Init:+1, Melee:+10/+4 warhammer, Ranged:+6
Saves/Skills:
F10/R6/W11 Heal:9 KnowRel:10 SM:9 Perc:10 Stealth:2 Climb:4

After watching Maq stare confusedly at the closed door for a moment, Angruk gets up from the booth and grabs Maq by the arm, leading him back to the table.

When everyone is back at the booth.
"what happened Maq?"

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