Balodek's Ironfang Invasion

Game Master Balodek

Ironfang Invasion GM'd by Balodek

Treasure Sheet

Refugee Camp Spreadsheet

Nesmian Plains

Chernasardo

Caves

Ruins

Current Battle


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Shadow Lodge

I've put a travel post in but feel free to retro your shopping & crafting. You're gearing up for books 5 and 6, we can't do a proper Now It's Serious montage unless you have the gear for it.


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Updating Krowe now. I’m buying a couple scrolls and a few very expensive diamonds.

Shadow Lodge

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Welcome to Level 15 folks!


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

NEXT LEVEL: 15:
Brawler (Shield Champion) (15)
+ HP (1d6 + 4 ⇒ (4) + 4 = 8 class +3 con +1 favored class) (total 159+12=171)
+1 BAB (CMB/CMD) (15/10/5)
+1 Will save (5)
+5 skills (4 class +1 human) (Perception, Fly, Sense Motive, Survival x2)
+1 feat Greater Trip
+1 class feat Greater Two-Weapon Fighting with flurry only
Champion Defense (Ex): At 15th level, once per day when she would be reduced to 0 or fewer hit points by damage in combat from a weapon, unarmed, or natural attack, the shield champion can attempt to absorb all the damage with her shield. To use this ability, the shield champion must attempt a Fortitude saving throw, with the DC equal to the damage dealt. If it succeeds, she takes only half damage from the blow; otherwise, she takes full damage. She must be aware of the attack and able to react to it in order to use this ability - if she is denied her Dexterity bonus to AC, she can’t use this ability.
- - -

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Will get a post up tomorrow as well as leveled. On the road at the moment.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

I should be up tomorrow as well.

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Level 15:

HP: 1d5 + 3 ⇒ (2) + 3 = 5
Spells: (5th) Breath of Life; (8th) Frightful Aspect; Domain; Mass Invisibility
Skills: Spellcraft; Heal (2)
Feat: Spell Perfection (Bestow Curse)


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Last Level: Feb 26, 2022

Ace of Bazsil 15:

1d5 + 3 ⇒ (1) + 3 = 4 + 3 con + 1 FC = +8 hp

Rage power: Auspicious Mark "The skald has been marked by the spirits, as indicated by an impressive tattoo, scar, or birthmark she possesses. Once per rage, as a swift action that costs 2 rounds of rage, the barbarian can call upon the spirits’ favor. Using auspicious mark grants her a +1d6 bonus on one d20 roll she has just made. She can call on the auspicious mark after seeing the result of the d20 roll."

+moar spells
+feat Inexplicable Luck

Skills (+5 for level)
--------------
+1 Perform Oratory
+1 Perception
+1 Intimidate
+1 Know (Planes)
+1 Know (Religion)


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Partially updated. Having a very busy week, but will try to post soon.


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Level 15:

Big jump in hp from belt of perfection
Feat - extra arcane exploit (quicken metamagic)
Greater arcane exploit - greater metamagic
New spellz plus learned a couple from the scrolls too.

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Looking for some suggestions. I have a scroll of Air Bubble and a potion of Touch of the Sea, neither which I believe I can use underwater. Would a scroll be destroyed if pulled out underwater, I want to say it would but want to make sure first.

Shadow Lodge

Pathfinder doesn't specify what scrolls are written on, only that they are crafted from expensive components. It's tough to rule that a potion would work underwater but it seems perfectly reasonable to me that someone scribing a scroll of Air Bubble would make it waterproof by using leather and the appropriate seal on their magic ink. I'll rule that the potion would have to be in a special flask to work underwater but the scroll is usable.

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

I am headed out on vacation for the weekend and will return Tuesday. I should have WI-FI in the cabin but will be pretty sparse. I should still be able to post each day but if need to speed up then by all means BOT me.


1 person marked this as a favorite.
Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Great posts from everyone lately, especially the last couple from Bor and Balodek.

Shadow Lodge

1 person marked this as a favorite.

Thank you and I agree, tough to keep the energy up during PbP and we're doing it. Really looking forward to kicking this into Book 6 and hopefully we've accomplished our initial goal of making you feel like underdogs fighting back against an unstoppable army.


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

I’ll get a post up tonight. End of year is busy time for fundraisers and now I have to do high level maths.

Apologies for the delay.

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7
Balodek wrote:
Bor Olrum wrote:
With dazed looks like Bor's actions do not change.
Yeah but one round of Daze and my poor hobgoblin is still -7 vs. 90 rounds of paralyze means y'all are still in this :D.

100%, I just meant for the actions I just posted. Didn't want me holding anyone up. :P

Shadow Lodge

Oh yeah I got ya, but I was pretty excited to think I had a fighting chance ngl.


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

Hey, Krowe was running for cover. Just dumb luck he made that crazy reflex save vs the acid.


Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

You weren’t kidding about this fight!

Shadow Lodge

4 people marked this as a favorite.

Two tough enemies plus that poor dumb hobgoblin makes for one hell of a climactic battle. Could still swing either way but Faolan is a beast, this hasted monk flurry with a shield business really puts in work.


AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

Yes, Faolan is brutal. He's at his peak at the moment, but he'll fade, slightly, as we go up in levels. Or at least not advance as quickly as he has the last few levels. Also, a lot of his success comes from all the buffs he gets. As always thanks for that - it makes a huge difference to his six attacks when there's a +4 or even more rolling on each attack.

And Faolan's a bit of a punching bag, so the frequent stoneskins, healings, and all the rest are huge!

NEXT LEVEL: 16:
Brawler (Shield Champion) (16)
+12 HP (1d6 + 4 ⇒ (4) + 4 = 8 class +3 con +1 favored class) (total 12+171=183)
+1 Strength (bump!)
+1 BAB (CMB/CMD) (16/11/6/1)
+1 Fort and Reflex saves (10/10)
‘Unarmed’ damage boost to 2d8 from 2d6 (includes shield)
+5 skills (4 class +1 human) (Perception, Fly, Sense Motive, Survival x2)
+1 Martial Flexibility per day (11)
+1 Knockout Punch DC (23)
+1 Knockout Punch per day (3)

Awesome Blow (Ex): At 16th level, the brawler can as a standard action perform an awesome blow combat maneuver against a corporeal creature of her size or smaller. If the combat maneuver check succeeds, the opponent takes damage as if the brawler hit it with the close weapon she is wielding or an unarmed strike, it is knocked flying 10 feet in a direction of the brawler’s choice, and it falls prone. The brawler can only push the opponent in a straight line, and the opponent can’t move closer to the brawler than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent is knocked prone in the space adjacent to the obstacle. (Unlike the Awesome Blow monster feat, the brawler can be of any size to use this ability.)
- - -

Dark Archive

Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Level 16:

HP: 1d5 + 3 ⇒ (5) + 3 = 8
Spells: (7) Greater Bestow Curse, (8) Stormbolts
Skills: Intimidation (3)


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

Last Level: June 22, 2022

Bazsilment Dweller 16:

1d5 + 3 ⇒ (2) + 3 = 5 + 3 con + 1 FC = 9 hp
+1 dexterity

+moar spells

Skills (+5 for level)
--------------
+1 Perform Oratory
+1 Perception
+1 Intimidate
+1 Know (Planes)
+1 Know (Religion)


Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15
Bazsil Grimalkin wrote:

.16258.0 gp to spend

-.8000.0 gp holy bow
-.3000.0 gp lesser extend rod
-....5.0 gp cold iron arrows
----------
..5253.0 gp to spend

..5253.0 gp to spend

.80671.0 latest disbursement
----------
.85924.0 to spend

List to come.

Dark Archive

1 person marked this as a favorite.
Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

Purchases:

  • Add Goblin-Bane to +1 Returning Shortspear (10,000)
  • Make +1 Goblin-Bane Returning Shortspear to +3 (32,000)
  • Add Holy to +3 Goblin-Bane Returning Shortspear (48,000)
  • Make +1 Goblin-Bane Vicious Cestus to +3 (32,000)
  • +1 Creeping Shadow Full-Plate to +4 Creeping Shadow Full-Plate (15,000)
  • +1 Hobgoblin-Defiant Heavy Steel Shield to +3 Hobgoblin Defiant Heavy Steel Shield (15,000)

    That will leave 6000 for any wands / scrolls folks will think are useful.

  • Shadow Lodge

    That is a very targeted list of upgrades lol.

    Dark Archive

    Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

    Hehe we have been fighting a lot of hobgoblins and surrounded by them. I hope it only makes sense. If too much let me know.

    Shadow Lodge

    You're fighting an army led by hobgoblins, it's perfectly logical.


    1 person marked this as a favorite.
    Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15
    Bazsil Grimalkin wrote:
    .85924.0 to spend

    .85924.0 to spend

    +.2500.0 sell lesser archery bracers
    -25000.0 buy bracers of archer greater
    -...20.0 more cold iron arrows
    -.6000.0 headband to +4
    -10000.0 Glove of Storing (his long sword)
    -27500.0 Manual of Quickness and Action (dex +1)
    -.3000.0 into pool for healing/scrolls
    ------------
    .16904.0 leftover

    I almost bought an Apparatus of the Crab. Just couldn't really justify it. Would love to roll out in that against a hobgob army.

    We have Bazsil's 3k and Bors 6k for a total of 9000gp to buy healing/emergency supplies. I'll try to get to that tomorrow if no one else gets to it first.

    Dark Archive

    Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

    Haha! That would have been great.


    AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

    Faolan is happy to throw 3kgp at that too Bazsil. All I can think of are raise dead/restoration scrolls just in case we need a quick pick-me-up.

    But whatever you want to spend the cash on is fine with him. He trusts the smart folk!


    Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

    Purchases

    Lesser metamagic rod of quicken 35,000
    Deep red ioun stone (+2 dex) 8000
    30 +1 seeking thundering shocking burst arrows 15,000 (crafted)

    Scrolls
    Overland flight 1,125 *adding to spellbook
    Freedom of movement x3 2100 *adding to spellbook
    Greater dispel magic 1,650 *adding to spellbook
    Magnificent mansion 2,275 *adding to spellbook

    Potions
    Cure serious wounds x4 3000
    Delay poison x3 900

    Total: 69,050

    Feel free to use my leftover gold!


    Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

    Leveled up to 16!

    More HP (boosted by new constitution belt!)
    More Skills
    8th level spells!


    Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15

    Just a heads up that I'll be traveling to Argentina/Patagonia from 2/24 to 3/8 or so and my access/time on the internet may be restricted. Feel free to GMPC me or PlayerPC me as needed.

    Any PlayerPC posts should mention a) Bazsil's deep rumbling voice, b) generous applications of his +28 + 2(heroism) rolls for Diplomacy/Sense Motive, or c) working on the damn epic Edda that he has yet to put to paper.


    Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15
    Balodek wrote:

    You know it will take approximately 2 minutes until the tower is destroyed. You know that pressing the shard to the wall here will open a path to the Stone Roads. Finally, you know that vanishing into the Stone Roads now without handling any of the hobgoblins or other forces defending Fort Phaendar will spell defeat for the soldiers who are even now fighting their way across the bridge. You successfully bypassed almost all of the defenses and there is no way your troops can handle the forces arrayed against you.

    You have an opportunity to head up the tower and cut the head off the serpent, dangerous though that might be, or you may move into the Stone Roads and confront a bigger threat at the cost of those who have pledged their lives to your service.

    I have had several confusions about all of this for a while, and I think being around the table it would be more clear. Forgive me for still being clueless about some things, but I do want to ask because I checked in with Faolan, and we're not quite sure we have the best information to go on.

    My immediate questions are (and I apologize if they are dumb, but clearly I don't get it):
    Why did we need allies for this? Why don't we tell them to go home?

    Or why don't we let the tower destroy itself (and the access to the Stone roads) and then take our time with the rest of the Fort? Why wouldn't that get the head of the serpent? Are they in the tower? Or the tower's collapse won't kill them, but we'll be around and we might?

    Put another way: Could we have come without an army so as not to risk them? We’ve got some juice after all, and powerful spellcasters (well, except Faolan). If that wasn’t reasonable, what’s in the tower that we can’t just leave and help our army against their army as we’ve done before? Won’t we face whatever is here on the battlefield, without being crushed in the tower?

    What are the forces outside, btw, we've asked, but it just seems like a few giants and b!!~$*@!. I'm sure it's supposed to be a lot, but again I dunno.

    Shadow Lodge

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    Some of this is abstracted by the AP to focus on you. The forces that you encounter are meant to represent portions of the hobgoblins. There are several hundred hobgoblins in this fort, and yes you could probably slaughter them all at your level.

    You need the troops that came with to distract those abstract forces, hundreds and thousands of hobgoblins, so you can focus on the elites and leaders. Those elites and leaders are in the fort.

    You need the tower because it is your link to the Stone Road and from there to the main Ironfang forces in the plane of Elemental Earth. They are sending forces from there to attack. The shard you have allows the road to be opened from your side, they can still open the road from their side and continue the invasion.

    There are 4 towers left and if this one is destroyed, and possibly the others, you can't get to the plane of Earth (specifically and in time) and will be forced to fight a long term war of attrition.

    You don't know what's on the other side of the Stone Road, so spending all of your spells to kill everything on this side then showing up on the other side to fight thousands of hobgoblins isn't the best plan. In essence, your allies are here to conserve your resources for the unknown on the other side of the planar gate.

    I didn't detail most of the forces outside because you skipped them all with two dimension doors while invisible. If you'd decided to fight your way into the fort and explore, instead of going directly into the tower, I'd had detailed those forces.

    What this really boils down to is this is the last book in the AP and you have achieved reality bending power that doesn't necessitate you stick to the script, which you didn't. Does that help explain where you are and what you're doing? The "correct" choice as outlined by the AP writers is to fight your way up the tower, kill Scavistan, then clear out the rest of the Fort, set your allies up to defend it, then go through the Stone Road.

    This assumes that they don't open the Stone Road from the other side, which they can do, and send more troops through. You know from intel reports than several thousand troops come through the towers at regular intervals so the time crunch here is to stop the tower destruction and entrench your allies then get through the planar gate and stop the invasion.


    Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

    Oh, crap.

    I thought we were just trying to distract the forces here long enough for us to slip by and get into the Stone Road and take on the leaders somewhere in there. My intent was for our troops to withdraw once we got through.

    So.. do we need to secure the tower and stop it from self-destructing so our troops can then hold it while we go into the Stone Road?

    Shadow Lodge

    That's the intent of the AP authors. You can forge your own path and I'll sort it out, I don't think I explained it all very well and as Bazsil said, some of this would make a lot more sense around a table. We're abstracting a lot of the troop/army activities because that's the sort of thing that can be fun/viable in a weekly session or between session chat. Doesn't work so well in PbP.

    Dark Archive

    Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

    So if all of the towers are destroyed would they also be trapped on the Plane of Earth?


    AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

    Do we even know where all four of the towers are? I don't think that will be any easier, unless of course we fail here and it's our only choice.

    I think our best course is to go up the tower before it collapses, and hit the stone road when we're done with whatever is up there.

    Also, as an aside, I think this is more a difficulty of the AP and high level play than PbP issues. We've got some powerful spell-chuckers, able to twist time and space to our whims. :)

    Thanks for asking the question Bazsil!

    Shadow Lodge

    You know where all 4 towers are, you are taking this one because it's easiest to reach while your allies assault the other 3, that was mentioned earlier.

    They would not be trapped if you destroyed all 4 towers. You are dealing with powerful artifacts and the Legion would find a way back. No taking the easy route and destroying all 4 towers I'm afraid.

    Dark Archive

    Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

    Holding back a moment to see if Bazsil gets disintegrated.


    Half Elf Horn Dude 15 AC 25/23/17 / HP150 / F +14 R +10 W +11 / Init. +10/ Perc. +20 Sense Motive +27/Diplo +27 Nature+17 Local+14 Arcana13/Geog12/Dung+12/Planes15/Religion15
    Bor Olrum wrote:
    Holding back a moment to see if Bazsil gets disintegrated.

    I don’t think Bazsil is first. I don’t think he’s ever been first. But I’ll let Faolan lemme know if I’m wrong.

    Shadow Lodge

    I just went by whomever said they were going up first, and it's hard for Faolan to know where you are since you're invisible. If you'd failed I'd probably have allowed some heroic Reflex save to jump in front of you or something.


    AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

    Yeah, as a rule Faolan is in front. When he can't see, Faolan just keeps going, assuming the others are behind him (and they likely are 'cause they can still see him).

    Faolan should generally always be in front, or try to be. Worked out though, just a little damage done. :)

    Shadow Lodge

    No problem. Sorry for the spotty updates, Microsoft decided to release a patch that simultaneously adds a feature and disables all third party software that provided that feature, so it's all hands on deck for me at work.


    AC 36 Flat 20 Touch 20 | CMD 44 | HP 188/192 | F+18 R +18 W +17 | Init +3 | Perc +30 | Sense Motive +25

    NEXT LEVEL: 17:
    Brawler (Shield Champion) (17)
    + HP (1d6 + 4 ⇒ (1) + 4 = 5 class +3 con +1 favored class) (total 9+183=192)
    +1 BAB (CMB/CMD) (17/12/7/2)
    +5 skills (4 class +1 human) (Perception, Fly, Sense Motive, Survival x2)
    Feat:Combat Reflexes
    Bonus Brawler Feat: Improved Disarm
    Shield Ricochet By ricocheting her shield off a nearby surface before hitting her intended target, she can treat that surface as the origin square of the attack to determine whether the target is flanked and whether the target gains a cover bonus to its AC. She can use this ability to attack a creature with total concealment from her if she knows what square it occupies, but the attack still has a 50% miss chance.
    - - -


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    Human | AC 17(22) FF 14(18) T 17(21)| HP 40/194 | F +11 R +11 W +14 | Initiative +7 | Perc. +23 | Sense Motive +1

    Gotta say I felt bad when I saw the long post Balodek made when under a different assumption of what we ultimately decided to do.

    So this is just a Balodek appreciation post. You are awesome. Thanks for putting up with us!

    Dark Archive

    Male Human 17 | HP 182/182 | AC 34;TCH 14; FF 33 | F +13; R +6; W+17 | CMB +14; CMD 28 | Init +1; Perc +22; SM +7

    Yes, thank you! It definitely gave a bit more to this town and was much appreciated.

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