Aubrey's Other Eberron Campaign - The Unbinding (Inactive)

Game Master Aubrey the Malformed


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Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren looks very closely at the hand scanner, checking for traps, live wires or contact poisons. He traced wires and conduits to their sources and made his best attempt at bypassing this function.

That is, unless there happened to be a scientist with an ID badge matching Targryn's name with the correct hand still attached...

perception: 1d20 + 10 ⇒ (3) + 10 = 13 to spot any traps (thinking like contact poisons perhaps) while i am working around trying to disengage the hand print reader.

not sure if they have the same DC, but my modifiers are about the same and i'd go for whichever seemed easier. I should have a +2 to whichever is more appropriate from Wultram. And I will use an action point.
DD or UMD: 1d20 ⇒ 17 DD is +13 and UMD is +14
Action Point: 1d6 ⇒ 1


Nalverren removes a small panel and shuffles some connections. he then places his hand on the reader. "Welcome, professor," reads the screen. "Status update follows." The screen then fills with readouts from various sub-systems in the mechanism.

"One hundred and thirty-four, one hundred and thirty-three..."


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

GM:
not sure if this really needs a spoiler but we been using them so spoiler it is.
Arcana: 1d20 + 9 + 1d6 ⇒ (15) + 9 + (3) = 27
Religion: 1d20 + 9 ⇒ (10) + 9 = 19
1 action point remaining.

"It isn't if we can or can't destroy the shards, we would need to manage the stored energy somehow, and I reckon that would take a long time to discharge in a safe manner." Wultram notes to the elf.

He then turns to Nalverren. "Alright, so it thinks you are authorized user, so probably best you handle the actual controls in case there is a safety mechanism of some sort."


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren looks for a way to safely disengage the system, or at least turn off whatever it is counting down for. The idea is to avert doomsday long enough to safely free the dragon, and hopefully just shut off the system (or rig it to self-destruct without the dragon after we get far away).


Wultram:

Spoiler:
You vaguely remember a lecture in a course you took, Arcane Magical Precepts and Their Applicability to the Divine. The lecturer, one of the more eccentric in the Academy, referred to a theory regarding the Silver Flame (or, as he more properly referred to in, the "generalized specific radiant field"). While he pooh-pooh-ed any notion that the "radiant field" represented a divine entity as such, or the more fringe theory - more a legend in fact - that it was the result of the mass sacrifice of the couatl race, he noted that some authorities nevertheless considered it to be a specific ubiquitous life-force, present in all living things and permeating the earth. On that basis, in theory, a necromantic field oscillating in the correct part of the frequency - effectively. equal and opposite to that of the radiant field - could suppress its effects.

What the actual impact of doing so might be weren't clear, as the actual requirement to create and maintain such a necrotic field were usually considered technologically impossible. As such, it remains an obscure and largely irrelevant part of the curriculum, and ambitious necromancers move on to more fruitful pursuits. However, the actual part of the negative energy spectrum relevant to this theory is very similar to that which is about to blasted out of the mechanism. It appears the monolith holds the key to this - something about this ancient menhir is focusing and maintaining the field.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

GM:

Tal grunts as the dragon grabs him with little ceremony or warning. He pulls two arms in, keeping the blades from cutting himself or the dragon, and the other two arms, shield and sword each, hook over the claw as he rides along. "A bit of warning, ancient one, might be of use next time." He comments over the wind, his eyes watching for enemies.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Nice work, Tenro. Just stop the boom. Nothing fancy. Just stop the boom.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

yeah, that's the primary concern, though greed is a solid second. plus i figure the dragon AT LEAST won't kill us, but might even owe us a favor. too bad he can't carry us back to Khorvaire in that state... though maybe he is a powerful spellcaster.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Unless the dragon is in on it. He seems awfully unconcerned about his fate. I've had a good 200 years. I don't need the next 800 to live a complete life.

Paranoid? Yes! But AUbrey's our DM.

And I say that with full affection.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

well if he decides to kill us, at least i won't be surrounded by scale-backs anymore.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"Otto!" Wultram shouts to get the mans attention. "This thing might be small scale opposite of the actual silver flame. Or at least I heard a theory suggesting the possibility. Regardless do you remember anything at all about the more physical aspects of it?"


Otto blinks in surprise. "Well, according the Church doctrine, the Silver Flame is the force which binds the demon lords within Khyber. So countering it would... release them?"

"One hundred and nine, one hundred and eight..."


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

back on 134-133 in the countdown, i was trying to see what skill check was next to turn this thing down, or if i needed simply to flip a lever or something.


Wultram has been doing some skill checks too and he got a clue as to how to proceed. Not the one he is currently asking about, but it's in there. Or you can try some Knowledge skill checks yourself.


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"Forget the doctorine I am talking about the physical manifestation. All I can think off is trying to mess with the charges, using normal negative energy and or positive energy. But that might just make it blow up prematurely."


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)
Rehil Ecraish wrote:

...

Turning back toward the tower, Otto follows Wultram's suit and casts detect magic. Then he starts moving toward the tower and hut.

[dice= Otto, Perception] 1d20+8 = 19
[dice= Otto, know religion] 1d20+8 = 14
[dice= Otto, Spellcraft] 1d20+9 = 17
...

Aubrey, did Otto get anything out of those rolls, even if it was just aid another for Wultram or Nalverren?


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

psionics: 1d20 + 12 ⇒ (3) + 12 = 15
arcana: 1d20 + 12 ⇒ (5) + 12 = 17
religion: 1d20 + 12 ⇒ (19) + 12 = 31


Nalverren, none of those rolls really tell you much, although you can confirm Otto's comments. Nor do Otto's tell him much either.

Otto shrugs helplessly. "The physical manifestation? That's in Flamekeep."

"What's going on in there?" shouts the dragon. "Have you got in to the system yet?"

"Ninety-two, ninety-one..."


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Nalverren does his best to navigate through the menus of the system to find a way to shut down the whole device; if that cannot be found, he seeks a way to "vent" the energies in a way that minimizes destruction and loss of life.

i feel like this critical moment is taking too long, Nalverren will issue commands to the party commensurate with what he learns (no need to wait for my post unless i need to roll something) such as "bash/remove such-and-such shard" or "pull the blue wire". To this end, he will also attempt to save the dragon's life if doing so will not knowingly condemn a PC to death


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Feeling like all I can do is cheer the brain trust on. Go smart guys!


"By Aureon's shiny blue backside!" shrieks the dragon, "It's the anchoring stone! That's the key! It's collecting and focussing the necrotic energy. Shut down the connection from that to the tower and the device won't work. The power should then simply dissipate over time! Boldrei's t!ts, get your act together in there!"


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"Despite being a c&!~ about it the dragon does have a point..." Wultram notes. The mage then starts looking the device over to see what exactly is used to transfer the energy from said stone to the tower.


Relevant skills are Knowledge (Arcana) and Disable Device. There are others you can consider as well if you can justify/describe it.

"Eighty, seventy-nine..."


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

Aid another K arcana. Since +9 modifier automatic success

Wultram starts going through the components eliminating possibilities based on how much necromantic energy they could manage without just breaking.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

"Where is this stone?" Cole rumbles, looking around, "What does it look like?"

Just posting my return. Nothing helpful to add right now.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

Just confirming the GM saw my last post, as there has been no response yet.


Tal, thank you for reminding me to post a response.


"Well, you know, that giant f*~+ing stone by my head, here!" snaps the dragon at Cole, indicating the eight foot monolith enclosed by the tower. It notices Wultram studying the stone and tower assembly. "At last, a simian with a brain! Look, there should be Ardian connectors or something from the tower to the stone. You could try and just knock them out, but that might get you killed. You might be able to power down some of the connections from the control panel, reroute the necrotic flow along the other existing connectors, repeat until there's just one left. All the flow will be in that one, but at least you only get to risk killing yourselves - and probably me - once."

Perception checks or Knowledge (Arcana) checks to identify the Ardian connectors.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole has about as much reaction to the insults as a stone would. He moves around the monolith, looking for anything which might be the indicated connector pieces.

Perception, for Ardian connectors: 1d20 + 14 ⇒ (6) + 14 = 20

If the roll is high enough, how many connectors are there? How difficult does it look to pull them out? Or break them off?


Tal:

Spoiler:
Dragon and kasatha plummet towards the emerging beast. Orzaxes ignores Tal's impertinent comment, growling, "You and I shall doubtless die here, little one. Our lives are not important. The ritual must be completed. You will heal me as I battle the thing."

The thing in the crater seems almost like a rising planet, so vast is its bulk. It lashes out with a tentacle, catching the dragon Orzaxes had despatched as it tried to flee as if it were swatting a fly, the broken body falling into a cavernous mouth and disappearing into the dark. Orzaxes swoops lower, dropping like a stooping hawk. The experience is both exhilarating and terrifying.

Orzaxes and plunge withing range of the creature's waving arms, almost in freefall. The dragon nudges their trajectory with wings and tail, dodging limbs thicker the tree trunks. One of its vast mouths booms and roars and the sound buffets like a physical force. When it seems as if they will simply smack at high speed into the creature's spherical body, Orzaxes spreads his wings wide and opens his jaws. Orange flames score a long furrow along the beast's hide as the dragon dodges between the forest of tentacles. He barks words of power and an orb of utter blackness appears and hovers for a moment before burrowing into the creature's flesh, annihilating flesh in a greenish haze as it goes. The thing's body ripples like an ocean and it gives another of its elemental moans.

You are a bit of a spectator in this, but once you get to the rest of the party, which should be soon (about ninety seconds in game time), you'll have more to do.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

GM:

"I realize that, Ancient one. Warning before being lifted ensures I don't accidentally wound you with a sword as you grasp me. I would prefer to avoid losing healing that you will need sorely." He holds tight grimly, already knowing he will not survive the upcoming battle, and that his only job is to keep the dragon alive long enough to delay the creature.

As the dragon drops through the tentacles, Tal times it to cast both Bless and Divine Favor on the dragon as they come down, ending as the wings boom open and the fire breath slices into the creature.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

While others closer to the stone seek to work on their end of the problem, Nalverren sees to his. He seeks to disable the connection between the stone and the device.

disable device: 1d20 + 13 + 2 ⇒ (15) + 13 + 2 = 30


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

"Looks like you two have it in hand here. I will go help Cole in case we need to destroy the connection."

Rehil leaves the hut and moves quickly inside the tower.

Perception, if he's not too late to get in on this Ardian connector thing: 1d20 + 11 ⇒ (5) + 11 = 16 +1 more on traps


With Nalverren directing him from the booth, Rehil finds the connectors - four contraptions made of metal and green dragonshards underneath the monolith. Cables from these run in a bundle to the hut.

"Seventy-eight, seventy-seven..."

OK, so Nalverren can try and power one of them down so Rehil can take it out. Use Magical Device (others can assist).


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole follows Rehil around, noting the four connectors as the team works frantically to get them out down.

He puts a hand on Rehil's shoulder, his voice low. "If nothing else works, I can try to smash the last few while the rest of you find cover." He cocks his head, "Though I certainly don't look forward to it."


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"If this thing is half as powerful as I think it's potential is, closest suitable cover would be other side of the mountain." Wultram notes. The mage then begins to concentrate once more looking at the auras to find clues to share how to safely power things down.

UMD aid another: 1d20 + 7 ⇒ (2) + 7 = 9 PANTS! the dice are lucky to be virtual.

And fails to find anything none obvious flare of a stronger aura blinding him from the more subtle ones.


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

UMD: 1d20 + 14 ⇒ (3) + 14 = 17
+AP: 1d6 ⇒ 3


Nalverren knocks Wultram hand away as the necromancer's about to depress the wrong button. He turns a knob and calls out to Rehil that one of the connectors is powered down.

Perception checks from those outside.


Male Cold Sun Lizardfolk HP 75/75, AC 18 Humanoid 2/ Warlord (Steelfist Commando) 4 // Marshal 1

perception: 1d20 - 1 ⇒ (7) - 1 = 6


Vaard notices a brightly-coloured butterfly flutter across the plaza. "Hey, pay attention," snaps the dragon.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

Perception: 1d20 + 10 ⇒ (7) + 10 = 17

"Cole, is it that one?"


Rehil looks and sees the connectors. Three are glowing brightly, but one has grown dull.

Disconnecting it is essentially trivial - you can pull or hit it with a weapon to break it. The process can be repeated twice more so there is only one connector left.

Nalverren isolates two more connectors, and Rehil pulls them out. The voice murmurs inside the hut, "Warning. Disconnecting final Ardian connector without isolating power source could result in catastrophic cascade event. Final connector burn-out expected in approximately three hours." Just one more connector remains, which glows brightly as it takes all of the arcane energy flowing from the tower into the stone.

From its vantage point above the monolith, the dragon mutters, "Don't foul this last bit up, Pointy-Ears, or we're all necrotic toast."

"Thirty-four, thirty-three..."

Disable Device.


Male elf Rogue 3, Ranger 3, Mythic Trickster 1 Init +4 Percept 11+ SenseMotive +1 59 /59 HP; Fort +6 Reflex +11 (+1 v Traps)(no damage on saves?) Will +3 ( immune to magic sleep, +2 v enchantment) ; AC 20, touch 16, flat-footed 14 (+1 v Traps, +10 surgepoint)

"Nalverren, I might need some help here. Cole, stay close. If I foul this, try to smash it."

Rehil studies the connector intently before reaching for it.....

Otto draws close, muttering prayers to Dol Arrah.

Wait for Nalverren as long as possible. His disable mod is better than mine, but if he's not going to make it in time, go ahead without him.
Disable Device, action point: 1d20 + 9 + 1d6 ⇒ (20) + 9 + (5) = 34


You're the man!


Brelish Human DM plot-hurrying turtle god fight Rogue 1 / Artificer 5 // Mythic Genius 1 ||HP: 52/52; AC 18; F:+3; R:+7; W:+4*; Init +3, Perception +13*

Seeing Rehil has done pretty well on the second connector, Nalverren works on the third.

disable device w AP: 1d20 + 13 + 1d6 ⇒ (16) + 13 + (2) = 31


My post above was ambiguous. What I meant was that once you had isolated one connector, doing the next two didn't need skill checks. Once you then had one left, it was down to a Disable Device check (which Rehil provided) to knock out the last one.

As Rehil pulls out the last connector, the screen lights up with error messages. "Connection lost. Countdown terminated," murmurs the voice. The hum of the machine abruptly stops.

"Haha!" cries the dragon, "You did it! I thought we were all doomed! Hey, maybe someone could try and get me out of this thing?"

1,000xp each.

As it speaks, there is a rumble in the ground. The machine suddenly starts up again. "What? What's going on?" wails the dragon.

A new voice growls from the mechanism - masculine and gravelly. "I am not so easily defeated. Master override protocol initiated. Emergency detonation in ten, nine, eight..."

"By the Host!" screams the dragon. "No! No! No! This can't be happening! The pod, get in, save yourselves! There's nothing you can do!"


Tal:

Spoiler:
Orzaxes dodges among the forest of flailing limbs. But the creature is not without defenses. Vents open in the thing's hide, ejecting caustic fluid. The dragon largely avoids the worst but even so droplets land on his scales, hissing and bubbling, and Tal's eyes burn. Orzaxes executes a barrel roll to dart between two tentacles descending like felled trees. Black lightning crackles, erupting from the foul beast's hide.

Above the tumult of the battle, the couatl ritual approaches it climax. Silver light ripples across the sky, throwing sharp shadows. The creature gives an incoherent moan as the light grows brighter and brighter. "You are defeated, fiend!" howls Orzaxes in triumph.

But the moment of distraction costs him dearly. A blubbery arm sweeps out and thuds into the dragon. Tal can hear the audible snap of the wing breaking and dragon and kasatha plummet downwards. Orzaxes smashes into the creature at high speed and Tal is thrown clear. The impact makes the demon's body shiver and dragon's body flops brokenly as it then slides and falls into the abyss of the crater. Tal instead rolls over and over on the beast's spongy flesh before coming to a halt, sprawled on his back and barely conscious. Gazing up uncomprehendingly as he slips into darkness, he sees nothing in the crater but flames. Silver flames.


Male Kasatha
Stats:
AC 23(21)/15/18 | CMD 20 | Fort/Ref/Will 10/10/13 | Init 3
Skills:
Diplomacy 10, Hand Animal 9, Heal 6, Perception 11, Sense Motive 6, Stealth 8, Spellcraft 4, Kn(Arcana/Dungeon/Religion/Nature/Planes) 4
Oracle(Enlightened) 3/Paladin (Hospitaler) 3

GM:

Tal uses his healing judiciously, taking the damage for the dragon, his own skin boiling, then using lay on hands on himself repeatedly to compensate.

Upon the final climax, he calls a warning to the Dragon, but it is too late, and the duo bounce off the creature. As the silver flames take him, Tal sighs and nods, knowing they have succeeded, and his family, what is left of it, is safe.


HP 95/95 Temp 0 :: AC 24 CMD 24 :: Fort +10 Ref +5 Will +8 :: Conditions: none

Cole's silvery eyes scan the arcane machine, looking for anything else that might power the device.

Perception, AP: 1d20 + 14 + 1d6 ⇒ (5) + 14 + (4) = 23


HP 40/40, AC:15, Fort:+3/Ref:+3/Will:+5 +2 on sleep, stun, paralysis, poison, disease, mind-affect, negative energy effects CMD: 14, Init+1, Perc+1

"DAMN IT ALL!" Wultram shouts , screaming obsenities grabbing the heaviest object within arms reach and throws it at the controls in hopes of at least somehow making it not work quite as intended before diving for the questionable safety.

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