A storm over Tethyr (Inactive)

Game Master JohnLocke


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Male Half-Orc Battle Oracle 1 [HPs: 17|17 - AC: 15 (17 w/ shield) | 10 |15 (17) - For:+3 | Ref:+1 | Wil:+4 - Per:+5 (Darkvision) Init:+0]

Spellcraft check to identify magic item properties, just in case.: 1d20 + 5 ⇒ (19) + 5 = 24


Female Aasimar Monk1/Sorceror3

So... How many of us have Detect Magic? 'Cause Nijena is all up on that, too. Which is good - Hezar can (and probably should, RP-wise) keep asking Belina to do stuff, but it seems like the need for some of these NPCs may be reduced - which should help ease our DM's headaches a bit. Also, on the "we need light" thing, just remembered that she has a couple of sunrods and a few torches on her horse. As for the watch, Nijena needs 8 hours (as do all spellcasters) If she takes the middle watch, she'll need a total of 9 hours of sleep (as do all spellcasters). So if we do 4 3-hour shifts, that should work for everyone, and Nijena would be happy to take one of the middle shifts.

Nijena used her magic to help Matthias prep Beyha's body, making sure that the cleric was as clean and neat as possible, given her wounds. Then Nijena helped to carefully remove what items the group thought could be of use - after making sure Matthias approved each - and assisted in wrapping the body as best as could be done.


Female Sun Elf Rogue 4

Regarding the watch, we need to give the spellcasters 8 hours uninterrupted sleep. And we've a lot of spellcasters, heh. 10 hours camping seems reasonable.

Watch 1 (Hours 0-2) Matthius, Hezar and Belina
Watch 2 (Hours 2-5) Janiries and Belgrin
Watch 3 (Hours 5-8) Rylind and Ogre
Watch 4 (Hours 8-10) Kevkas, Osuka and Marius

There, that gives the spellcasters 8 hours sleep.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

yea i figured it is RP and a good backup incase you all biff your rolls


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Yeah, Matthias has Detect Magic too. I think we're covered, haha.
The watch list looks good to me. Matthias will cast Sanctify Corpse on Beyha.


The small, silver ring, composite bow and sword all shows as magical under everyone's spells. The results are:

- the sword reveals itself to be a +1 guardian broadsword - the weapon's bonus can be allocated (as a free action) as a bonus to the user's saves. This choice is made at the beginning of the character's turn, each turn. The bonus stacks with all other bonuses.

- the composite longbow is +1, and is set for a +2 strength user

- and the ring is a ring of feather falling.

Beyha is laid to rest then, with appropriate care and honour. It will be said, in later years, that the apparition of a hooded young woman lingers in the forest, finding those who are lost and scared and leading them to Mielikki's grove, where they will find safety and comfort.

As for your party, the night passes quietly in the grove. Morning comes all too swiftly, for sleep was easy and restful in this place of calm and peace.


For your next move, the map of the area (with location highlights) is here.


Female Sun Elf Rogue 4

Over breakfast, Janiries looks over the map and considers the next move.

"Perhaps we should split up, cover more ground that way? Seems to be quite a few locations to check, and we can't exactly forget about the farmsteads either. Marius, are any more of these locations religious in design?"


Male Half-Orc Battle Oracle 1 [HPs: 17|17 - AC: 15 (17 w/ shield) | 10 |15 (17) - For:+3 | Ref:+1 | Wil:+4 - Per:+5 (Darkvision) Init:+0]

Kev shakes his head and gestures at Hezar. "We only got one woodsman. It won't help no one if half of us wind up walkin' in circles all day an' Hezar has ta come find us."

Kev is a two-hander, so the broadsword doesn't really do anything for him. He could use the comp. longbow unless we've got an archer who can use it better- Hezar, probably. If Hezar takes the bow and nobody wants the broadsword Kev can carry it as a backup weapon.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar isn't strong enough for the bow, and mine is already enchanted. I could use the sword, but it really doesn't fit the character. He carries a spear and a handax for backup

I agree with Kevkas. It only makes sense if we know that none of us get lost. Not to mention that there is the danger that we actually find them while split up.


We could split up... notes Marius, looking at the rough map of the area. I could take a group - maybe our bandit friends... Rylind bristles at this, and Ambrose hisses, check out a site while Hezar takes the rest of the group.

The young druid stands up, still looking at the map. We could cover more ground that way, at least, though if we run into Kane or those demons a divided force will be less effective.


Female Sun Elf Rogue 4

"That is what I was thinking, yes. We each check some of these sites, see if either group has visited them, and meet back up tonight to camp. If we see Kane or the demon worshippers, we don't engage unless we have to in order to save lives."

Pulling out a knife, Janiries motions to points over the map.

"We'll take the Elven mound and then head to the Old Oak Henge, Marius can take the tombs then the first farmstead, then we meet back up at the second farmstead."

No idea on the distances on this map, so if they're crazy off let me know. :P


That was a silly omission! Apologies, all! Each square represents 500 yards square.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

we should have a signal for danger and found something. Perhaps dancing red lights in the air?


Female Sun Elf Rogue 4

"A smart idea Hezar. Perhaps the mages and priests amongst us can decide that.."

Janiries turns back to the map, considering some more.

"Actually, I think we can cover more distance than that. We'll head out to the tombs, then come back to the elven mound, then go to the old oak henge to camp for the night. Marius' group can head south to check the three farmsteads. Once you've finished there, if you've still got time, head to the old oak henge to meet back up with us."

So, looks like we can cover about eight miles in one day, as we're in a forest that I'm assuming is trackless, as in there aren't nice roads/passages around. Doing the math, both groups should be able to cover the distances mentioned above. :D

Also, regarding the bow, I do want Janiries to have a awesome bow at some point, but she'd only be able to use that composite bow with some magical buffs to her strength, so Kevkas should take it.


Male Half-Orc Battle Oracle 1 [HPs: 17|17 - AC: 15 (17 w/ shield) | 10 |15 (17) - For:+3 | Ref:+1 | Wil:+4 - Per:+5 (Darkvision) Init:+0]
Janiries Shaelara wrote:
"That is what I was thinking, yes. We each check some of these sites, see if either group has visited them, and meet back up tonight to camp. If we see Kane or the demon worshippers, we don't engage unless we have to in order to save lives."

Kev grunts, a smirk on his lips. "Yeah, our lives."

He nods at Marius. "I'll go with you to the farms." The half-orc pats the war horn slung at his hip. "I have this, but you won't hear it at those distances. And with all these trees I'd bet we're more likely than not to miss a signal flare in the sky, but I don't have any better ideas."

Okay, Kev will take the bow. Does anybody want the sword? He'll take that too if nobody uses a broadsword.


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

"I don't like the idea of splitting up," Matthias said with a look at Beyha's grave. He sighed. "But I suppose it does have its advantages, and there are enough of us that neither group will be horribly outmatched if it comes to it... I hope. Do any of you know the cantrip to send a message to someone far off? I've seen it used to good effect, but I'm afraid it's not among Helm's gifts."

Matthias already wields Helm's favored weapon and a mace beside it, so he doesn't need Beyha's sword.
He'll go with either group as needed. Of course, if this is Locke's way of separating the NPCs from the PCs for a big fight, he'll go with the PC group. ;)


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

yea I think pcs should stick together


Male Half-Orc Battle Oracle 1 [HPs: 17|17 - AC: 15 (17 w/ shield) | 10 |15 (17) - For:+3 | Ref:+1 | Wil:+4 - Per:+5 (Darkvision) Init:+0]

D'oh! Didn't even occur to me that this was a way to get rid of the NPCs. Just revise Kev's statement thusly, then, leaving rest the same:

He nods at Hezar. "I'll go with you to the tombs."


Sorry! I don't want to railroad you folks but I am trying to make what could be an upcoming encounter or encounters easier to manage.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

no railroad at all!

DM:
So I FINALLY got to start playing Half-life that you sent me a year ago. Its a really good game!


Female Sun Elf Rogue 4

That's why I suggested splitting up, so the NPCs aren't around for the next encounters. :D


Female Aasimar Monk1/Sorceror3

"I have a whistle, it is quite loud. And I can make colored lights with my wand, as well. Though I do not know how far away they would be visible in daylight."

Nijena it could be assumed, would travel with Kevkas, unless need dictated otherwise.


So is that the plan, then? To the tombs to the west?

Belina looks questioningly to Hezar. Should I travel with the other group, Hezar? I know my place is by your side, but our friends may need a more ... refined voice amongst them if we get to talk to any of the farmsteaders. The choice is yours, of course, as in all things!

@ Matthias:
Rylind gives you a playful smack on the rump, a grin on her face, before getting a little more serious. Don't get yourself killed, handsome one. The world would be a sadder place!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

I wish you to travel with us, but you are correct about them needing your talents. Would you feel safe?


I can take care of myself, my lord .... though I do feel safer in your presence. Belina smiles while hugging Hezar. Do not fear for me, we have been given the less dangerous of the tasks. Just protect yourself, and your friends. They count on your sharp eye and deadly arrows to aid them. Just ... come back safe, all right?

@ Hezar:
Ambrose sidles up quietly. I will make sure your woman is safe, regardless of what happens to the rest of us. There is little enough that is beautiful in this world; I will not allow her loss to diminish that beauty!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

dm:
creepy as hell

Sense motive 1d20 + 10 + 2 ⇒ (1) + 10 + 2 = 13 does he seem honest? Then I will reply

Do you want me to send Apollo?


@ Hezar:
He seems honest, but he's a hard one to read - doesn't have the normal body language a liar might display.

Ambrose responds. If you will. If he will stay by her side and keep her safe, then it seems wise!


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Why so ibterested Ambrose? You usually keep to yourself.

Belina would you feel better withvApollo?


Belina puts her small hand on Hezar's chest. I think he is trying to help, my Lord. I sense no duplicity from him - about my safety, at least. If it pleased you, I'd certainly take Apollo as security, but I do not wish to rob you of an important asset.

Ambrose hisses something under his breath before stalking away.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

thank you Ambrose look out for her.

He leans over to Appllo Go with her. Keep her safe. then to Belina and you keep him safe. He is still a pup after all and I wouldn't want him to get hurt.

Apollo will go w her ad guard her.


Female Sun Elf Rogue 4

Yeah, that's the plan. To the tombs to the west!


Female Fetchling Oracle 4 [ HP: 23/23 | AC: 18/20| T: 14/16 | FF: 14/16 | Fort +1 / Ref +5 / Will +4 | Init +2 / Percept +2 (Darkvision 60'/Low-Light) ]

Nijena watched the strange little man stalk away. Her almond-shaped eyes narrowed for a few moments, then she shrugged.

She checked that her gear was secure on her horse, then waited for the others to be ready to go.


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

DM:
Whoops, I totally missed your spoiler for Matthias before! Sorry about that.

Matthias jumped a little at the smack, then smiled with mildly embarrassed humor. "Er, yes, I'll try not to." His grey eyes were more serious as he touched her arm and added, "Stay safe, yourself. I know you may not get that warm a welcome at the farms. I'm glad you've decided to help us with this, though. It wasn't what you signed up for, after all."

When the others were ready to go, Matthias raised a hand in farewell, watching them ride off before mounting his own horse.

"If there's trouble out there, I hope we're the ones who run into it and not them," he muttered as he spurred his horse to a trot.


Off to the tombs, then!

It takes about an hour and a half to make your way west to the clearing where the ancient tombs is located. The forest is quiet - unnaturally so. The early morning air is cool and wet but as you grow closer to the tombs the air takes an unnatural chill, as if the heat is being pulled from your bodies. The foliage on the surrounding trees thins considerably as the tombs come into sight, until the trees are little more than grayed husks, like gnarled claws reaching desperately for the sky.

The clearing is roughly 300 feet in diameter; 12 smaller (though still monstrously large, 20 or so feet tall) stone tombs marked by irregularily chiseled stone dolmen surround a much larger and grander standing stone circle, composed of truly mammoth stones.

Upon closer inspection, several of the tombs lay open, their stone seals moved aside or, in one case, gone altogether. Cold, stale air can be sensed coming from the openings, which lead underground. The central stone circle surrounds a stone seal which appears unbroken. An unfamiliar language is inscribed around the perimeter of the seal, looking runic in nature.

Language or History DC 20 to identify the inscriptions:

DC 20:
The inscriptions are unbelievably ancient Giantish, or at least they appear as such. The actual words are untranslatable due to their extreme antiquity, though they suggest that these standing stones are ancient in the extreme, likely an old Giant tomb.


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

Know:history: 1d20 + 6 ⇒ (7) + 6 = 13

If the chill atmosphere disturbed Matthias, he didn't show it. He examined the inscriptions from horseback, then shook his head and looked to the others. "I can't make out what it says, but it's clear the cult has been here." He dismounted, tethering his horse to a gnarled tree away from the tombs, then returned afoot.

"Can any of you read the inscriptions? I fear the dead rest uneasy here."


Male Half-Orc Battle Oracle 1 [HPs: 17|17 - AC: 15 (17 w/ shield) | 10 |15 (17) - For:+3 | Ref:+1 | Wil:+4 - Per:+5 (Darkvision) Init:+0]

Know:History: 1d20 + 5 ⇒ (15) + 5 = 20

Kevkas squints at the runes inscribed on the stone. After a moment he snorts and shakes his head. "Giantish. They're too worn to read, but them just bein' there makes these tombs damn old. An' prob'ly the tomb of some dead giant hero."


Female Sun Elf Rogue 4

"Is it? This could be the result of any type of looters really. Tethyr hasn't exactly been the most stable of countries recently."

Janiries goes around each open tomb, peaking her head in to confirm that they lead underground. She had no idea what the inscriptions said, so far better to examine other leads.

"Shall we pick one and head underground, just to confirm that the cult has been her or not?"


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

"I would think the atmosphere would frighten the average looter off... but maybe not." Matthias looked around, a line of concern appearing between his brows. "The graves of giants... and they've been defiled. I think we'd best keep within sight of each other - we could be in for big trouble before we know it."

Perception to look for signs of danger, or tracks: 1d20 + 11 ⇒ (8) + 11 = 19

He joined Janiries, putting on his shield and drawing his mace. "So, anyone have a light?"


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Hezar also looks about for tracks

1d20 + 9 ⇒ (17) + 9 = 26 +2 if tracking humans

Well lets hope they were looted, cause I am not keen on fighting Giant Zombies.


Female Aasimar Monk1/Sorceror3

Nijena dismounted with the others, seemingly unconcerned with the cold, despite her lighter clothing. At the request for light, she nodded.

"I have two sunrods," she offered, "Though I would prefer to keep my hands free, if one of you can carry the light."

She shrugged at Kev's explanation of the runes, having no knowledge - or reason- to contradict his conclusion. If the inscriptions were important to their task, she was sure they would figure out a way to read them, but at the moment, she doubted that knowing the names or titles of those entombed here would matter much.


Female Sun Elf Rogue 4

"Over here, Osuki."

Janiries takes the sunrod and puts it in one of the loops on one of her bandoliers, taking a moment to make sure it's secure there.

"There we go, hands free light when we want it."


The closest tomb bears a large entrance, partially covered by a large stone that has been moved aside, to the right. The stairs - which are twice the length and depth of normal stairs, making downward movement tricky - head north and downwards at a precipitous angle. After about fifty feet forwards you hit a flat, level stone floor made of large, regularily cut stone blocks.

A number of bodies - some old, just skeletons, and some that look quite new - lay against the western wall. They look like they have been crushed against the wall by great force, bones shattered and steel weapons rent. The eastern wall looks smooth and unblemished, and no bodies lay there.

@ Janiries:
Your keen eyes detect something amiss. Please make a perception roll including your trapfinding bonus.


Female Sun Elf Rogue 4

Perception Check: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16


@ Janiries:
Your keen eyes detect something odd about the floor in front of you - some of the stones are raised, almost imperceptably, above the others. Something is amiss here.


Female Sun Elf Rogue 4

Spotting the raised stones, Janiries halts the party and points them out.

"Pressure plates, from the looks of it. Probably what those poor sods stepped on."


Cleric (Helm) Init +0; Perception +11; HP 31/32; AC22 (+2 w Barkskin)/10/22; CMD 15; Fort +6; Ref +2; Will +9 (+1 vs. fear, incl. any allies adjacent)

"Can you disable them? Maybe just a few, so that we leave the rest to guard our retreat, should we need it?"


Disabling a path through the pressure plates is DC 20; that will leave a number of pressure plates on either side still active, and could potentially be triggered by whatever forces follow you down the stairs.


Skills:
+2 Bluff, Percep, SM, Surv, Knowl vs Humans, +2 Stealth, Perc, Surv, Geo in a forest Acrobatics+9, Climb+6, Bowyer+8, Geo+9, Handle Animal +8, Heal+6, Nature+9, Percep+11, Ride+8, Stealth+11, Survival+9 SM+10
Human Ranger (Skirmisher) Initiative+4 (6 forest); Perception +8; HP 37/37; AC19/14/15; CMD 19/20vs Trip; Fort +7; Ref +9; Will +4 (+2 fear/ME); Arrows 14; Blunt 18, CI 15[/spoiler]

Well spotted.

Hezar stands back and unlimbers his bow, getting ready to fire at anything that shows itself.


LN Male Human Priest (Watcher) 1 | HP 8/8 | AC 0 | DA 0 MDA +2 | PPD 10 RSW 14 PP 13 BW 16 MS 15 | Reaction Adj +0 | Suprise +1 | Move 12 |Status: None

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