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Mid Morning Day 2 Total earned XP: 15,000

Attic Map


Mid Morning Day 2 Total earned XP: 15,000

Deciding to let these rooms remain untouched for the time being everyone gathers in the hall as Eponine sets to work on the locked door. Disable Device: 1d20 + 12 ⇒ (10) + 12 = 22 The lock finally turns with a loud clank and the door is open to reveal a stairs climbing up to an attic level. Ascending you find a narrow hallway with several doors opening of of it.

The first (B19) contains a large number of wooden planks, rope, and other repair supplies. The ceiling above sags noticeably and in several areas patches of the sky above are visible.

The hallway turns and there are doors on the north and south walls. Four of them (B20) are being used for storage. They are stacked with old furniture, sheets and linens, boxes and crates, and other bits. Nothing of value can be found inside them.

The last door on the southern wall, where the hallway turns northward again, opens to reveal a slightly larger room.(B21) The ceiling of this room angles down steeply, leaving only four feet of headroom to the southeast. A low cot and a dresser are the room's only furnishings.

Suddenly from down the hall comes the sound of an agonizing shriek which echos through the attic bringing everyone back out into the hall from examining the rooms. The sound wails again, obvious coming from behind the northern most door on the right wall.


Mid Morning Day 2 Total earned XP: 15,000

Camlo scurries across the bathroom floor, scarf dragging behind him. The boards creek and some chunks of wood collapse and fall through. He leaps back and is okay, but you can tell the weight of someone large would send the floor crashing into the room below. The tub is empty of anything but dirt, grime, and what appears to be a fresh blood pooling around the drain.

Before exploring the ransacked room, while Eponine is at the washroom door, Victor tries the only other door off the hall way but finds it is locked shut.

Not wanting to stand around idle, Wren and Roakkad return to the gallery and pass through the cobweb covered paintings to the other double door. Beyond is a large bed room. The furniture is dusty and unkempt, but does not exhibit any major signs of water or mold damage. However there is one exception that stands out. There is thick dark stain on the desk near the northern window that catches your eye.

Map


Mid Morning Day 2 Total earned XP: 15,000

Pont of clarification, I posted three rooms to help speed up the thread. Eponine's was a mold filled bed room. The bathroom that Nuri found has sagging floor boards but no mold. The third room is ransacked except for one painting. This is the one victor opened. Sorry if that wasn't clear..I'll separate rooms by paragraph as we go forward.


Mid Morning Day 2 Total earned XP: 15,000

Wren these rooms are upstairs on the second level of the house though you can tell there is an attic level above you.

The group heads to the northern side of the house, bypassing the room beyond the gallery for the time being. Eponine heads to a door toward the east, inside she sees an entire bedroom caked with a thick, spongy layer of dark green, blue, and black mold. Nuri takes the next door and opens it to reveal a wash room. Inside sits an iron tub in the middle of this room, the floorboards around it sagging with the tub's weight. Victor opens another door. This once fine chamber has been destroyed. The bed is smashed, mattress torn apart, walls gouged as if by knives, chairs hacked apart, and paintings on the walls torn to pieces-with one exception. A portrait hanging on the northwest wall seems to be untouched, although it hangs backward, its unseen subject facing the wall.

MAP UPDATE

Do you wish to enter any of these chambers or do anything specific before I post more?


Mid Morning Day 2 Total earned XP: 15,000
Gerald wrote:

I'm up for anything, but I think Joana has the right of it. Every inside encounter is, "Wait for Epi to check for traps and disable device" and in PBP there's no good way around it, unless...

I'm in a CoCT game that we are now on the last book. The DM has completely stripped the game down. We still hit most of the major encounters, but rather than hitting door after door in the dungeons and palace, we mostly just hit the high points and skip over the rest.

Now, I realize that takes mondo prep from the DM, and that might not work for you as busy as you are, Mithral, but I've had a blast with that sort of system. He just lets us level when the book has us do so, so even if we miss a lot of xp from the smaller stuff, we don't suffer from it.

This is kind of what I'm thinking too. Instead of room by room doing it area by area. Several rooms at once with some narrative liberties to make it work. Cherry picking what encounters the group actually has happen and leveling the PC's in line with the AP. I didn't get to read on the plane. I have a very busy two days and a funeral to preside at when I get back on Saturday. Please be patient and I will work it out so that the game stays fun.


Mid Morning Day 2 Total earned XP: 15,000

I agree, I am about to board a plane but I hope to have some free time to read up and then suggest an alternative that will speed things up with out missing out on the clues and excitement of the story.


Mid Morning Day 2 Total earned XP: 15,000

It seems the goblins are eating my last posts; Where too next?


Mid Morning Day 2 Total earned XP: 15,000

Nuri:
At this time you do not detect anything magical that you don't already know about

Eponine:

PRD wrote:

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. If the amount of ability damage you have taken equals or exceeds your ability score, you immediately fall unconscious until the damage is less than your ability score. The only exception to this is your Constitution score. If the damage to your Constitution is equal to or greater than your Constitution score, you die. Unless otherwise noted, damage to your ability scores is healed at the rate of 1 per day to each ability score that has been damaged. Ability damage can be healed through the use of spells, such as lesser restoration.

Wisdom: Damage to your Wisdom score causes you to take penalties on Wisdom-based skill checks and Will saving throws. This penalty also applies to any spell DCs based on Wisdom.

I would suggest you role play it as a head ache, possibly some minor confusion. You know something is wrong, but maybe not sure exactly what, why, or how? You felt fine before but now something is off for certain.


Mid Morning Day 2 Total earned XP: 15,000

Anything you want to do in this room, or is there a new place you want to explore?


Mid Morning Day 2 Total earned XP: 15,000

Eponine:
WIS Damage: 1d4 ⇒ 2


Mid Morning Day 2 Total earned XP: 15,000

Sorry, I made this post on Saturday but it seems I never submitted it only previewed it.

Eponine opens the door cautiously to reveal a bedroom that features a child-sized bed, a chair next to a toy box, and a looming stone fireplace big enough for a child to get lost in.

Eponine:

A wave of emotion overwhelms you. You suddenly become convinced that your parents are trying to kill each other, and that whichever of them survives will be coming to kill you next. You see your mother, wielding a torch, and your father, festering with tumors and wielding a long knife, both struggling to kill each other. The vision passes as fast as it occurs.

You take 1d4 Wisdom damage unless you succeed at a DC 14 Will Save to avoid


Mid Morning Day 2 Total earned XP: 15,000

Perception Roll: 1d20 + 10 ⇒ (11) + 10 = 21

Eponine:
As you kneel at the door to inspect the lock you hear the soft sobbing of a child coming from inside the room.


Mid Morning Day 2 Total earned XP: 15,000

Where to next?


Mid Morning Day 2 Total earned XP: 15,000

Want to do anything else in the window room or move one?


Mid Morning Day 2 Total earned XP: 15,000

Wow this week is hitting me hard with a bunch of extra stuff going on for Lent, Holy Week, and Easter right around the corner. I will update the game as soon as I have some spare minutes. Sorry for the delay.


Mid Morning Day 2 Total earned XP: 15,000

Nuri and Eponine study the glass images, conversing in hushed tones.

Nuri & Eponine:

Together you puzzle out that these are not significantly religious but are defiantly connected to arcane magic. Specifically they represent components used in necromancy spells. The images symbolize scorpion venom, vampire's breath, the tongues of deathwing moths, belladonna, and the heart of a maiden slain by poison.


Mid Morning Day 2 Total earned XP: 15,000

Eponine scans the floor, but it seems no one has been upstairs in several months.

Victor opens the doors opposite where Eponine is investigating. This large room features two padded chairs and a long couch facing a wide alcove lined with stained­ glass windows. These windows depict a diverse array of animals and plants-from north to south are a large pale and ghostly scorpion, a gaunt man holding out his arms as a dozen bats hang from him, a moth with a strange skull-like pattern on its wings, a tangle of dull green plants with bell­ shaped flowers, and a young maiden sitting astride a well in a forest while a spindly spider the size of a dog descends along a string of webbing above her.

MAP


Mid Morning Day 2 Total earned XP: 15,000

Back from vacation, should get a post up tomorrow. Just to busy with work to delve into it today.


Mid Morning Day 2 Total earned XP: 15,000

Victor opens the double doors on the left side of the hall. A stone fireplace sits in the northwestern portion of this chamber. Paintings hang on the walls to the north and south, each covered over with a thick sheet of dusty cobwebs that obscures its subject from view. Another double door leads out on the wall opposite of where Victor is standing.

Map Update


Mid Morning Day 2 Total earned XP: 15,000

The door is not locked or rigged in anyway, it is stuck in the frame but a good shove gets it to swing free. Beyond is a narrow hall with a stairwell descending back down to the first floor.

MAP


Mid Morning Day 2 Total earned XP: 15,000

MAP after combat B4 is where the windows are and the scarf fight took place; B9 is where the fireplace is and the scarf was burnt; the stairs are in B2

Once the scarf is reduced to ash Victor is eager to go upstairs and search for anyone who needs aid. Eponine follows him, but keeps him from rushing up the stairs so she can check for boobytraps. Once satisfied they are safe, they ascend up one flight. Upstairs you find a hallway with several closed doors.

MAP on 2nd Floor


Mid Morning Day 2 Total earned XP: 15,000

Once the fire is built in the hearth, Victor takes and lays the scarf in the midst of the tinder. Striking a flame, in a few moments white smoke is flowing up the chimney and a little bit into the room. The smell of the burring wood is mixed with a foul oder like death as the scarf is quickly consumed in the blaze. In an instant the fire is burning hot, much hotter than a scarf and chair would or should burn, but half a moment later the blaze snuffs out, the smoke clears and a pile of ash is all that remains.


Where to next?


Mid Morning Day 2 Total earned XP: 15,000

Victor takes the scarf back into the room it was discovered in. Smashing one of the fallen chairs he moves to build a small pyre in the fireplace. Inside the hearth remains a bookend carved to resemble and angel with butterfly wings. One wing is broken, and as Victor moves it to make his fire he notices it has a dried blood stain, a clot of hair, and possibly a chunk of bone stuck to it.


Mid Morning Day 2 Total earned XP: 15,000

Anything else you want to do in this room? Where else would you like to go?


Mid Morning Day 2 Total earned XP: 15,000

Nuri:
Sorry, I missed typed that it was supposed to be religion


Mid Morning Day 2 Total earned XP: 15,000

Nuri sits on the floor looking up at the others as she regains her composure. The odd windows behind the others head draw her attention for a moment. Wren's gaze returns to them along with the others as Nuri points towards them. The scarf continues to remain motionless on the floor.

Wren:
Knowledge-engenering
The stained-glass windows obscure what could have been a breathtaking view of the Lost Coast. It occurs to you no right minded architect would install windows to block this view.

Nuri:
Knowledge-arcana
From your angle low to the floor you get a different perspective of the images in the windows. At first you thought each window depicts a monster rising out of smoke pouring from a seven-sided box. From north to south are depicted a gnarled tree with an enraged face, an immense hook-beaked bird with sky-blue and gold plumage, a winged centaurlike creature with a lion's lower body and a snarling woman's upper torso, and a deep blue squidlike creature with evil red eyes. Now you can tell that the creatures are actually being drawn into the box and it is covered with necromantic runes.


Mid Morning Day 2 Total earned XP: 15,000

Sorry all today was worse then yesterday with a lot going on. I hope to have something posted Thursday.


Mid Morning Day 2 Total earned XP: 15,000

I have had a very busy work day, I will try to get a post up tomorrow.


Mid Morning Day 2 Total earned XP: 15,000

You are correct, I had the wrong # in my mind.

Nuri gasps once for air and the falls back to the floor unconscious.


Mid Morning Day 2 Total earned XP: 15,000

Nuri sputters and gags as the potions pour into her gaping mouth. She sits up with a start, her neck rubbed raw where the scarf attacked her. It remains still at her side.

Nuri has 12 hp

Out of Combat


Mid Morning Day 2 Total earned XP: 15,000

Opps. Didn't post the map update. HERE it is.


Mid Morning Day 2 Total earned XP: 15,000

Roakkad:

A breath of fresh air is what you needed, this place feels wrong in your soul but you are ready to go and find the others again. You open the door to the main entryway and hear the sounds of commotion and struggle coming from the other side of the house. Sensing the others or in danger you rush Double move to W36 to help them. To reach them you pass through a wide hall. A rather gruesome antique-what appears to be a mummified monkey head-hangs on the northern wall here, its tiny mouth gaping. A bellpull extends from the monkey's gaping mouth. A ratty throw rug partially obscures a foul stain of dark-colored mold on the floor.

You act first in Round 4

Nuri:

WILL Save: 1d20 + 12 ⇒ (10) + 12 = 22 FOR Save: 1d20 + 8 ⇒ (2) + 8 = 10
The failed save means you drop immediately to -1 hp and are dying; go ahead and make a stabilize roll

Your will power is strong fighting off what ever presence is trying to force itself into your brain. Alas, yelling at victor sapped the last of your reserve as your lungs strain to keep you going as darkness swallows your consciousness and you collapse to the ground.

Nuri struggles to tell Victor to get away then her eyes roll up and her body goes limp, crashing down to the floor. The scarf unwinds from her as she falls and drifts in the air to rest motionless on the floor beside her head.

Order of INT: Roakkad, Wren, Nuri (Delay), Eponine (Delay), ???, Victor
Roakkad INT: 1d20 + 6 ⇒ (19) + 6 = 25


Mid Morning Day 2 Total earned XP: 15,000

I was just trying to add to the suspense of the scene by not just giving the answer to you under a static roll. This part of the AP is supposed to play up on the horror and I think it provides a lot of opportunity for role-play. Perhaps that won't translate well to the PBP format. I hope the HouseRule for haunts will make it more action based and more fun for everyone. I think I might cut some of the hunts out of it to streamline and move us along.

Glad to see you back AK, I will roll an INT for you and add you back into the action this round.


Mid Morning Day 2 Total earned XP: 15,000

Just waiting to see if Nuri wants to use her delayed action, and if she does if that makes Eponine choose to user hers.


Mid Morning Day 2 Total earned XP: 15,000

Wren blasts the scarf again as it writes about Nuri's neck. Eponine hesitates trying to discern a better corse of action. The scarf pulls taught again forcing Nuri to gasp for breath.

Wren:
1d20 + 8 ⇒ (4) + 8 = 12
You ponder the evil magic and wether or not it is linked to one spot. The scarf was not active in the first room, but suddenly attacked Nuri in front of the windows. You recall tales of a haunted ruins in which evil forces exist anchored to a a specific place in this world however how big of a space the evil manifestation might cling to is uncertain.

Nuri:

Do you want to use your delay action before the scarf action occurs?

Order of INT: Wren, Nuri (Delay), Eponine (Delay), ???, Victor; Scarf action is next unless Nuri or Eponine use their actions.


Mid Morning Day 2 Total earned XP: 15,000
Victor Montoya wrote:
I'm not changing my action. There's nothing else I can do. I sure ain't gonna try and chop at and/or shoot an arrow at the thing with it wrapped around Nuri's neck. There's just no way Victor would attempt that.

I figured that, but also you might react differently to what Wren says since before she didn't think magic was hurting it and now she does. The tweak changes her possible actions, which could change how Victor reacts.


Mid Morning Day 2 Total earned XP: 15,000
Nuri wrote:
In addition, as I said, the means to neutralize a haunt are not at all intuitive. Nuri is being attacked by an animated scarf and is seeing visions of Aldern strangling her: What about this situation would make her think that channeling positive energy will make it better?

I see what you mean, but let me counter. She is a skilled cleric with +9 religion knowledge. I don't think it is a stretch to think clerics are aware of hauntings in old houses and crypts. I also think it would be a logical conclusion for a cleric to try positive energy in the presence of such a negative energy event.

If you think it's necessary I could set a DC and you can make a knowledge roll to see if she recognizes the event as a haunt as compared to thinking it is some kind of animated creature or other type of magical phenomenon. But since I have used ghostly and unworldly in the descriptions I think is fair to say she could and possible would try positive energy at least.


Mid Morning Day 2 Total earned XP: 15,000

After reading Joana's comments in the OOC thread and re reading the Huant rules (this is my first time actually using them in game) I am House ruling some changes to the way we handle the Haunts in the game to reflect they way I was interpreting the rules and expanding to make it possible for all characters to have a part in any Haunt encounter. That said I am going to redo the Round 3 post and Wren and Victor can re post their actions to reflect the new information

Mythril DM- Original round 3 post wrote:

TOP OF ROUND 3: Nuri (Delay), Wren, Eponine, ???, Victor

Wren Spellcraft 1d20+13 (14)+13=27 It doesn't seem your magic has any effect against the unnaturally moving scarf.

Wren is up followed by Eponine, Nuri can interrupt at any time with her action.

NEW TOP OF ROUND THREE POST

TOP OF ROUND 3: Nuri (Delay), Wren, Eponine, ???, Victor

Wren Spellcraft 1d20+13 (14)+13=27 It doesn't seem your magic has much of an effect against the unnaturally moving scarf. Your force magic is striking the target easily, but you can tell the magic should be effecting it twice as much as it is.

Wren is up followed by Eponine, Nuri can interrupt at any time with her action.

Nuri:

I am making one small tweak to your last post as well

Victor looms in close, but your vision is blured as you see the ghostly image of Aldern superimposed as if the two are sharing the same space, both tightly grasping the scarf tightening about you throat. The scarf continues to constrict but it seems to be using less force than when it first enwrapped you.


Mid Morning Day 2 Total earned XP: 15,000

I see what you mean about the RAW. So I think we will make a tweak that should allow it to be more fun for everyone.

First, Channel Energy can hurt a haunt in any round not just the surprise round. IMO the line Joana quoted just means it is possible to destroy the haunt with positive energy before it manifest completely avoiding it altogether.

Second, from this point on I am going to consider haunts to have a quasi-incorporeal status. For characters who recognize the hunts manifestation they can use magic spells and magic weapons against the haunt for half damage. Force spells and effects will do damage normally. For characters who are not seeing the full manifestation magic spells and weapons can still effect the haunt but only at 1/4 damage while the Force spells and effects only half damage.

I think this will prevent the only Channel Energy character can do anything about it. This will make the haunts a more interesting encounter and still allow for them to be frightening role play encounters as well as action encounters.

Honestly I assumed the positive energy used in any round wold effect them so thats why I have kept the round going. I will make some adjustments to reflect that everyone else is having some effect on it as well.

Look for a post to reflect that soon.


Mid Morning Day 2 Total earned XP: 15,000

Victor grabs at the scarf and gets a hold of it and of Nuri. Both have the grappled condition now. Nuri tries to remain calm, considering carefully what she will do next.

Nuri:
Victor looms in close, but your vision is blured as you see the ghostly image of Aldern superimposed as if the two are sharing the same space, both tightly grasping the scarf tightening about you throat.

Map I am trying something new with a colored grid overlay the help make combat easier since the grids don't perfectly line up.

TOP OF ROUND 3: Nuri (Delay), Wren, Eponine, ???, Victor

Wren Spellcraft: 1d20 + 13 ⇒ (14) + 13 = 27 It doesn't seem your magic has any effect against the unnaturally moving scarf.

Wren is up followed by Eponine, Nuri can interrupt at any time with her action.


Mid Morning Day 2 Total earned XP: 15,000
Nuri Besnic wrote:
Delay. We're clearly in a cutscene where nothing we do has any effect, so might as well stop wasting dice rolls and resources.

There is definitely something you can do, you have just not figured out what it is yet.


Mid Morning Day 2 Total earned XP: 15,000

Eponine deftly manuvers her small blade close to Nuri's neck attempting to slice away at the fabric choking the life out of her. Confident in her skills she knows she should be able to cut one of the ends, but her blade is unable to harm the scarf. It doesn't appear to be mystically toughened, more unworldly repelled like a magnet pushing away from another.

Nuri:

WILL Save: 1d20 + 12 ⇒ (19) + 12 = 31 FOR Save: 1d20 + 8 ⇒ (9) + 8 = 17 Nonlethal Damage: 3d6 ⇒ (1, 5, 3) = 9

Unnatural forces continue to rip at your mind, but you keep your wits. At least you think you have, yet you can not explain Aldern's presence, the hateful look in his eyes, nor the force he is yanking the scarf around your neck with.

Total of 27 nonlethal damage

Victor is next, then Nuri followed by Wren & Eponine again.


Mid Morning Day 2 Total earned XP: 15,000

Just waiting to see what Eponine wants to do.


Mid Morning Day 2 Total earned XP: 15,000

Perception Check: 1d20 + 12 ⇒ (19) + 12 = 31

Eponine:

Oddly it seems like the scarf is being pulled by someone or some thing that is invisible, yet your acute vision notes not in the way you would expect if a tangible person or creature was there. It moves with an unworldly grace pulling away form her neck and tight there, but the tightly gathered ends of cloth you would expect are instead loose and flowing.


Mid Morning Day 2 Total earned XP: 15,000

Wren's second arcane attack strikes the scarf, but it continues to write and tighten around Nuri's throat.

Eponine is up


Mid Morning Day 2 Total earned XP: 15,000

Victor joins Eponine in attempting to remove the strangling scarf from Nuri's throat. A moment after he gets a grip on it, Nuri, fighting for air, twits and turns and breaks free of both of them. Removes Grapple condition from all three. However the scarf remains tight around her with an unearthly grip despite her yanking and pulling.

Round 2: Wren, Eponine, ???, Victor, Nuri


Mid Morning Day 2 Total earned XP: 15,000

Victor moves deeper into the room, pushing past Eponine to get closer to Nuri.

Nuri:
You shake a sense of fear and dread from your mind as a ghostly image of Aldern Foxglove appears before you. He has the scarf tight in his hands and is using it to choke you tighter and tighter.

Nuri FOR Save DC=16: 1d20 + 8 ⇒ (12) + 8 = 20 Nonlethal damage: 3d6 ⇒ (4, 1, 1) = 6

MAP

Round 1: Wren, Eponine, ???, Victor, Nuri

Wren blasts the red fabric unerringly, yet the scarf remains tight on Nuri's throat. Apennine grabs hold of the scarf and feels it tugging in her grasp. Eponine and Nuri have the grappled condition

Nuri:

WILL Save: 1d20 + 12 ⇒ (11) + 12 = 23 FOR Save: 1d20 + 8 ⇒ (19) + 8 = 27 Nonlethal Damage: 3d6 ⇒ (6, 4, 2) = 12
The ghostly image of your former lover remains glaring in your face, you start to feel stiff with fear but once again shake your mind free of the unnatural presensece. It seems as if your mind is trying to be someone else. You struggle to breathe as the scarf continues to constrict at your throat. That is a total of 18 nonlethal damage because you saved in both rounds. I went ahead and rolled these saves to save time. Going forward for this event please make a WILL and a FOR save at the end of your action to take place during the ??? Int on the following round. You are free to act this round.

Victor and Nuri are up


Mid Morning Day 2 Total earned XP: 15,000

DM SCREEN:

Roll W: 1d20 + 4 ⇒ (6) + 4 = 10Roll N: 1d20 + 5 ⇒ (4) + 5 = 9
Roll E: 1d20 + 12 ⇒ (5) + 12 = 17 Roll V: 1d20 + 10 ⇒ (14) + 10 = 24

Roll W: 1d20 + 2 ⇒ (14) + 2 = 16Roll N: 1d20 + 1 ⇒ (6) + 1 = 7
Roll E: 1d20 + 5 ⇒ (6) + 5 = 11 Roll V: 1d20 + 4 ⇒ (3) + 4 = 7

Wren enters the room and stands below the windows clasping the red scarf in her hands. Yuri and Eponine follow to study the images in the stained glass. Victor steps inside the room, notices the scarf start to moves as if on its own. Before he can say anything, it suddenly pulls itself free of Wren's hands and streaks through the air and wraps around Nuri's throat.

Surprise Round: Wren, Eponine, ???, Victor, Nuri
Victor is the only one who can take an action this round. Nuri please make a WILL Save DC: 16


Mid Morning Day 2 Total earned XP: 15,000

Wren collects the scarf noting its beauty and apparent value. Eponine checks then opens the northern door out of the library. In the next room a mahogany table surrounded by chairs sits in the center. Twin fireplaces loom to the west, while to the east, stained-glass windows obscure what could have been a breathtaking view of the Lost Coast. Each window depicts a monster rising out of smoke pouring from a seven-sided box. From north to south are depicted a gnarled tree with an enraged face, an immense hook-beaked bird with sky-blue and gold plumage, a winged centaurlike creature with a lion's lower body and a snarling woman's upper torso, and a deep blue squidlike creature with evil red eyes.

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