Berserk: Midland's Struggle (Inactive)

Game Master CaptainCortez

A new group of travellers band together as the struggle to survive goes on, within the crippled nation of Midland.


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Narrator - Roll20 Map

Jura, then Sebastian now.


M Human Fighter 1 HP 16/16 l AC 16 T 11 FF 15 l Fort +4 +5vs Drugs, Poison Ref +1 Will +3

I think you forgot about me last round


Narrator - Roll20 Map

Pretty sure I killed the one you went for? It's your go now anyway. Your post is there so I haven't missed you out on the initiative.

Edit: Yep, I did include you and removed the wolf. I just didn't include you on the round description post as there wasn't a need past your action description. There's only the one above you and the one with Bella left.


M Human Fighter 1 HP 16/16 l AC 16 T 11 FF 15 l Fort +4 +5vs Drugs, Poison Ref +1 Will +3

Having killed one wolf Jura rounds on the other with a roar, bringing his blade down on it in a mighty over hand chop.
Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 2d6 + 6 ⇒ (1, 2) + 6 = 9


Male Human Ranger (Falconer / Trapper) 1 HP 6/10 | AC 18 T 15 FF 13 | Fort+2 Ref +7 Will+2 | Initiative +5 | Perception +6

Bella continues to peck and scratch at the wolf in front of her.

Bite: 1d20 + 3 ⇒ (2) + 3 = 5
Claw 1 Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Claw 1 Damage: 1d4 ⇒ 3
Claw 2 Attack: 1d20 + 3 ⇒ (17) + 3 = 20
Claw 2 Damage: 1d4 ⇒ 1

If the wolf is still up I also move into a decent position and release another arrow at it.

Longbow Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Critical Confirmation: 1d20 + 8 ⇒ (12) + 8 = 20
Longbow Damage: 1d8 + 2 ⇒ (5) + 2 = 7
Critical Damage: 2d8 + 4 ⇒ (2, 7) + 4 = 13


Narrator - Roll20 Map

With all but two of the Wolves remaining, Jura kept a fixed eye on the weakened one, already charred by the flames of Izsha's bomb. As it kept low to the ground, its desperate snarls revealed its bloodied teeth. Was it just wounded or was this blood from a previous kill? All Jura knew was that it wasn't going to be him, so with a sudden roar, the man brought down a mighty swing, too fast for the Wolf to dodge, cleaving straight into the canines head.

Placing one foot on the now fallen Wolf, Jura pulled his sword free from its open head, hoisting it over his shoulder, ready for any new threats.

As he did, he felt a swift breeze pass behind him. It was Sebastian moving past. Though wounded with a slight limp, he was still very much able to fight. The wound itself was just a little uncomfortable.

Drawing his bowstring back, Sebastian fired a tremendously accurate shot with his bow. The arrow disappeared into the thick fog and out of Jura's sight, but Sebastian and Rodrick saw exactly where it went - through the top of the remaining Wolf's head and out, though partially, through its right eye, where the arrow stuck.

Bella's attack was also fairly effective, scratching twice at the Wolf's nose, ripping it open slightly.

Regardless, though, the attacks from both Sebastian and Bella were enough to put the Wolf down and the joined efforts of the party meant they could continue their journey as the wheel of fate turned once more.

Gathering their composure, each of the members Jura, Rodrick, Sebastian, Izsha and Erin continued on the path towards the Countess' Castle Town, following signposts and keeping a wary eye for any more encounters that possibly lurked beyond sight and in the woods surrounding them.

After travelling for nearly twelve hours from when you first set out, you know dusk is near. The area surrounding you is more densely wooded than the areas before and could make for a good, rather enclosed camping spot. Travelling at night was dangerous, but then so was camping out in the wild at any point of the day. The question was - Do you rest for the night or continue on with the rest of your journey?


Male Human Ranger (Falconer / Trapper) 1 HP 6/10 | AC 18 T 15 FF 13 | Fort+2 Ref +7 Will+2 | Initiative +5 | Perception +6

What is the rule for collecting used arrows and them being usable again?


Female Human
VITALS:
AC: 19, T: 11, FF: 18; HP: 18/18; F:1, R:3, W:6; CMB +2, CMD 13 ; Init: +1; Perc: +2
Oracle 3
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +9, Knowledge (nature) +6, Profession (herbalist) +10, Sense Motive +7, Spellcraft +6

Erin will keep herself between the big people. Best to keep her head down. Most yhings tend to attack the things they can see. And if they see her last. All the better

-Posted with Wayfinder


M Human Fighter 1 HP 16/16 l AC 16 T 11 FF 15 l Fort +4 +5vs Drugs, Poison Ref +1 Will +3

Having finished with the wolves Jura rounds on Rodrick, holding his blade out to the man. "I saw you at the inn, and while I thank you for your help I have to ask you what you were doing by following us? What are your intentions."


Male CN Human Fighter (Weapon Master) | HP: 15/15 | AC: 16 (12 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +6, R: +2, W: +1 | Init: +4 | Perc: -1 | Speed 30ft |

"I have business with the Count..." says Rodrick flatly, pushing the sword away with a bandaged hand. "It will be dark soon, you should not travel at night."


female Human Alchemist (Inspired Chemist Chirurgeon) 1 | HP (9/9) | AC/Touch/Flat 14/12/12 | Fort/Ref/Will +3/+4/+2 | Init +2 | Percep +6

Izsha looks around the group with concern: "Is anyone seriously wounded? I shall treat your wounds."

Right now my healing ability is critically underpowered because I can't use my cure wounds on anyone but myself until we hit level 2 and the heal skill only heals 1 hp per level


M Human Fighter 1 HP 16/16 l AC 16 T 11 FF 15 l Fort +4 +5vs Drugs, Poison Ref +1 Will +3

Holstering his weapon Jura waves Izsha over. "I could use some healing, the wolves were rather vicious." He says, as he sits down. "I sorry to say but you'll find the count unable to help with your business. The Black Swordsman killed him not long ago."


Narrator - Roll20 Map

If you decide to make camp for the night, roll your survival checks to see if you get enough food and can make a good enough shelter for the night! Feel free to roll things like Survival whenever if you'd like to know the weather forecast etc. Just let me know what you're rolling for and I'll let you know accordingly. :)


female Human Alchemist (Inspired Chemist Chirurgeon) 1 | HP (9/9) | AC/Touch/Flat 14/12/12 | Fort/Ref/Will +3/+4/+2 | Init +2 | Percep +6

Izsha takes a look at Jura's bite wounds, and without hesitating prepares herbs and bandages, washing the wounds with water before applying the simple medical herbs and and dressing the wounds.

Heal: 1d20 + 8 ⇒ (11) + 8 = 19 (sorry, 1 point short from the DC)


Male CN Human Fighter (Weapon Master) | HP: 15/15 | AC: 16 (12 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +6, R: +2, W: +1 | Init: +4 | Perc: -1 | Speed 30ft |

Survival: 1d20 + 1 ⇒ (11) + 1 = 12


Female Human
VITALS:
AC: 19, T: 11, FF: 18; HP: 18/18; F:1, R:3, W:6; CMB +2, CMD 13 ; Init: +1; Perc: +2
Oracle 3
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +9, Knowledge (nature) +6, Profession (herbalist) +10, Sense Motive +7, Spellcraft +6

She perks up and flits about his head. Shaking some of the accumilated dust from her wings that it coats Jura. So far these humans have been quite entertaining. It would be a shame if one of the succomed to the outdoors

CMW: 2d8 + 3 ⇒ (5, 2) + 3 = 10

-Posted with Wayfinder


Narrator - Roll20 Map

I'll just reiterate the last part of my above post to keep things moving as the roleplay seems to have died down a little.

You continue on the path towards the Countess' Castle Town, following signposts where possible and likely keeping a wary eye for trouble in and around the surrounding woodland.

After travelling for nearly twelve hours from when you first set out, you know dusk is near. The area surrounding you is more densely wooded than the areas before and could make for a good, rather enclosed camping spot. Travelling at night was dangerous, but then so was camping out in the wild at any point of the day.

Leaving the path, you make your way further into the woodland, finding a nice spot to rest for the night.

Though a little unsettling, the sounds of wild animals, the Cawing of Crows and the creaking of trees weren't much cause for concern. The air was still, with no sign of fog. It was a perfectly clear night and if not for the trees contorted and twisted above, blocking all vision of the night sky, you'd have a clear view of the stars and planets above.

The area you find yourselves gathered was likely used as a campsite before, with toppled trees serving as benches and remnants of ash, scattered about the leafy, muddied floor.

Those of you who haven't rolled a Survival check, if you wish to please do.


M Human Fighter 1 HP 16/16 l AC 16 T 11 FF 15 l Fort +4 +5vs Drugs, Poison Ref +1 Will +3

Tired from the day's walking Jura stops to set up camp. "Here will do." He says, looking around the site for signs that anything has gone awry. Wouldn't do to stop here if something has made this it's hunting ground
Perception: 1d20 + 4 ⇒ (2) + 4 = 6
Satisfied with his looking around he taps Sebastian on the shoulder. "I'm going to go look for some game," Jura says, preparing his crossbow. "Can you prep a fire for cooking, if I'm not back in a couple hours you should pack up and move on."
Survival to find game: 1d20 + 4 ⇒ (19) + 4 = 23

As he wanders out into the wilderness he reaches down to scratch his wounds from the previous day, stopping for a moment with a stunned expression. Well what do you know, good as new. Damn that woman is a good healer. He thinks, chalking his recovery up to the kushan healer in the party.


female Human Alchemist (Inspired Chemist Chirurgeon) 1 | HP (9/9) | AC/Touch/Flat 14/12/12 | Fort/Ref/Will +3/+4/+2 | Init +2 | Percep +6

"I will collect firewood."

Survival: 1d20 + 8 ⇒ (2) + 8 = 10 both for firewood and maybe any berries and other victuals


Male CN Human Fighter (Weapon Master) | HP: 15/15 | AC: 16 (12 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +6, R: +2, W: +1 | Init: +4 | Perc: -1 | Speed 30ft |

Rodrick searches the nearby brush for edible roots or other hardy plant life. A stew would need flavor of some kind, even if it was just a few sprigs of grass.


Male Human Ranger (Falconer / Trapper) 1 HP 6/10 | AC 18 T 15 FF 13 | Fort+2 Ref +7 Will+2 | Initiative +5 | Perception +6

Once the fight has finished I let out a deep breath and slump down to the floor for a few minutes, I whistle to call Bella over where she perches on my arm and I give her a good fuss. At Izsha's question if anyone needs healing I stand up awkwardly, "One of those wolves managed to rip a portion of flesh off of my leg, would you happen to have a salve or something similar that could be of help?"

I follow everyone else, albeit at a slightly slower pace and with a small limp, while Bella flies over head. Once we have stopped to make camp I place my bow and quivers by a tree within arms reach and am about to ask what to do, when Jura comes up to me and asks me to build a fire. "I shall certainly try to have it done by the time you have returned." With that I start clearing a small area where I shall build the fire and start to make a little pyramid with dead twigs and filled with dead leaves.

Survival to make the fire: 1d20 + 6 ⇒ (9) + 6 = 15

I enjoy the chance to sit down and rest my leg a bit, while making sure that the fire doesn't go out or dwindle away to nothing. When Izsha brings over some firewood I place it beside the fire to completely dry out if it is wet, or on the fire where it can catch alight and continue to burn.

Bella goes out to try and hunt some food for herself whilst I am preparing the fire.

Survival: 1d20 + 2 ⇒ (19) + 2 = 21


Narrator - Roll20 Map

Between you all, you manage to gather enough food to have a sizeable meal for the night.

Excluding Bella who found more than enough to feed herself on rodents and other tiny creatures, Izsha and Rodrick found a good amount of wild berries and vegetables between them. Rodrick's find mostly comprised of wild (but edible) mushrooms, along with a few sprigs of Rosemary and Thyme, while Izsha came back with a healthy supply of Wild Strawberries and Blackberries.

Meanwhile, Jura found the main course for the night - A young Deer that had fallen down a hole and was now dying. Searching around for signs of more territorial animals, you came to an opening, revealing a large lake in front of you, though your vision struggled to make much out under the moonlit sky.

Heading back to the Deer you found, there were no signs of animal attacks on the injured creature. You simply get the impression it landed awkwardly and likely broke its neck as it plummeted into the 4ft hole. Though panicked and still breathing, the poor thing could barely move.

Back at camp, the combined efforts of Izsha and Sebastian got a fairly decent campfire going. Though not a great amount of kindling and firewood was found, the flame took well and provided a great deal of heat for you all on this bitterly cold night.


Female Human
VITALS:
AC: 19, T: 11, FF: 18; HP: 18/18; F:1, R:3, W:6; CMB +2, CMD 13 ; Init: +1; Perc: +2
Oracle 3
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +9, Knowledge (nature) +6, Profession (herbalist) +10, Sense Motive +7, Spellcraft +6

for reference. She will help our local healer to heal folks. Not matter how badly she rolls her heal check, once the patient is patched and wrapped, Erin will use one of her CMW and help heal the patient. I have very limited uses. Will use them between battles as mentioned. Otherwise. She will use it in dire situations

-Posted with Wayfinder


Male CN Human Fighter (Weapon Master) | HP: 15/15 | AC: 16 (12 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +6, R: +2, W: +1 | Init: +4 | Perc: -1 | Speed 30ft |

Rodrick sits silently watching the fire, slowly stirring a stew that will be their meal for the evening.


M Human Fighter 1 HP 16/16 l AC 16 T 11 FF 15 l Fort +4 +5vs Drugs, Poison Ref +1 Will +3

Thanking his lucky stars Jura locks eyes with the scared animal, swiftly putting it out of it's misery. After some wrangling he pulls it up out of the hole it was in, gutting it before dumping the innards in a small hole.

Triumphantly he returns to camp, the dead beast slung over his broad shoulders. "Alright. Let's eat." He proclaims as he sets the carcass down and begins to butcher it.


Narrator - Roll20 Map

After cutting up the Deer, your combined efforts allowed for you to make a fairly different stew for those of you wanting to prepare it that way and you had enough leftovers to last you to the end of the next day.

With a decent meal inside you, you all eventually get to sleep and the night passes by uneventfully.

Though perhaps a little chilly, you all wake up to the sun beaming down upon you through the branches above, with the sound of birds chirping and the gentlest of winds in the air around you. It's genuinely just a pleasant day to be alive.

While thinking about the day ahead, judging from the signposts and your own general understanding of the surrounding area, you estimate the Castle Town to be another six hours march to the North East of your current location, though the path you detoured from is most likely the quickest route there.


Male CN Human Fighter (Weapon Master) | HP: 15/15 | AC: 16 (12 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +6, R: +2, W: +1 | Init: +4 | Perc: -1 | Speed 30ft |

"What do you all plan to do when we get inside?"


Male Human Ranger (Falconer / Trapper) 1 HP 6/10 | AC 18 T 15 FF 13 | Fort+2 Ref +7 Will+2 | Initiative +5 | Perception +6

I enjoy the meal during the night and sleep peacefully, albeit in a little pain from the encounter. I wake refreshed and stretch out in the morning light while Bella stretches her wings and flies around a bit looking around. I turn to Rodrick, "Once at the castle I need to visit the Count and speak to him about a certain individual he may have had dealings with a while back. What about yourself?"


Female Human
VITALS:
AC: 19, T: 11, FF: 18; HP: 18/18; F:1, R:3, W:6; CMB +2, CMD 13 ; Init: +1; Perc: +2
Oracle 3
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +9, Knowledge (nature) +6, Profession (herbalist) +10, Sense Motive +7, Spellcraft +6

side note. If people are hurt and asleep. Ill use my healing too. Less eyes and people may just assume a good nights rest healed them up. So during the night...

Taking her chance as people were not looking and most of them asleep, she flits above her human feiend and heals his wounds from the previous day
CMW: 3d8 + 3 ⇒ (2, 3, 4) + 3 = 12

-Posted with Wayfinder


M Human Fighter 1 HP 16/16 l AC 16 T 11 FF 15 l Fort +4 +5vs Drugs, Poison Ref +1 Will +3

Resting from the night meal Jura over hears Sebstian's plans. Lying down with his arms crossed behind his head the mercenary laughs. "Well he's become a popular man," He laughs to himself. "I'll tell you what I told tall, dark and mysterious over there," He says, jerking a thumb at Rodrick. "Count's dead, BlackSwordsman got to him. His daughter is in charge now. Nice lass but from all accounts was practically a hermit until her father's death."


Male Human Ranger (Falconer / Trapper) 1 HP 6/10 | AC 18 T 15 FF 13 | Fort+2 Ref +7 Will+2 | Initiative +5 | Perception +6

I look at my wounds from the previous night and although I still feel the aches from them, they seem to have miraculously healed over night. I am trying to work out how this could be when Jura speaks up, "If I am unable to converse with the Count, then hopefully his daughter shall suffice. The chances are high that if this individual did visit their abode, then she met them as well."


Male CN Human Fighter (Weapon Master) | HP: 15/15 | AC: 16 (12 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +6, R: +2, W: +1 | Init: +4 | Perc: -1 | Speed 30ft |

"No doubt he deserved it, and a thousand more deaths besides. Fortunately his current health has no bearing. If not he, then his daughter will answer for the fate of Zacharia."


Male Human Ranger (Falconer / Trapper) 1 HP 6/10 | AC 18 T 15 FF 13 | Fort+2 Ref +7 Will+2 | Initiative +5 | Perception +6

I quickly turn on the spot to face Rodrick, an angry look in my eye. "...Did you say Zach? There is a small chance the one we seek is one and the same."


Male CN Human Fighter (Weapon Master) | HP: 15/15 | AC: 16 (12 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +6, R: +2, W: +1 | Init: +4 | Perc: -1 | Speed 30ft |

Rodrick brushes aside the look and continues walking. "I said Zacharia. I watched him die some time ago and I wish to know why." he gives Sebastian a glance over his shoulder "...if that helps clear things up."


Male Human Ranger (Falconer / Trapper) 1 HP 6/10 | AC 18 T 15 FF 13 | Fort+2 Ref +7 Will+2 | Initiative +5 | Perception +6

"Do you know his family name? The one I am seeking is also called Zacharia, although the man I knew hated the name and preferred Zach."


Male CN Human Fighter (Weapon Master) | HP: 15/15 | AC: 16 (12 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +6, R: +2, W: +1 | Init: +4 | Perc: -1 | Speed 30ft |

"I do not, I only knew him a short while."


Female Human
VITALS:
AC: 19, T: 11, FF: 18; HP: 18/18; F:1, R:3, W:6; CMB +2, CMD 13 ; Init: +1; Perc: +2
Oracle 3
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +9, Knowledge (nature) +6, Profession (herbalist) +10, Sense Motive +7, Spellcraft +6

Erin simply crosses her legs and watch them discuss their plans. Every now and then she would wave at her friends pet bird before focusing back on the discussion

-Posted with Wayfinder


Narrator - Roll20 Map

After a great deal of walking, you eventually follow the path long enough to find the Castle Town in sight, though the bright sun you awoke to has since been covered by cloud and the darkened atmosphere around you is very bleak.

Following the path, you realise just how large this Castle Town is and although it's possible there are other gates around the walls encircling the large settlement, the most obvious entry is the set of large wooden gates ahead of you, currently shut with armed guards either side, both equipped with Halberds, firmly planted in the ground beside them, as the guards simply stare ahead without giving eye contact. Their chins are pointed up and in their entire posture is in a strongly formed, upright position.

Knowledge Local DC10:
This path is a well known trade route and so you find it a little unusual the gates to the town are guarded and shut during daytime.


Male CN Human Fighter (Weapon Master) | HP: 15/15 | AC: 16 (12 Tch, 14 Fl) | CMB: +5, CMD: 17 | F: +6, R: +2, W: +1 | Init: +4 | Perc: -1 | Speed 30ft |

Kn Local: 1d20 + 1 ⇒ (14) + 1 = 15

"We may not be able to simply walk in."


Male Human Ranger (Falconer / Trapper) 1 HP 6/10 | AC 18 T 15 FF 13 | Fort+2 Ref +7 Will+2 | Initiative +5 | Perception +6

I look quizzically at Bella, who seems to be staring at a spot and then flying around it, landing and then jumping back a bit. I turn my attention back to Rodrick, "If it was the same person I am looking for, he would have introduced himself fully. Maybe it is someone else, one can only hope."

After the walk and coming across the gates :

I look to the shut gates and the guards, "Maybe we need to say some sort of special phrase to be allowed to pass?"


M Human Fighter 1 HP 16/16 l AC 16 T 11 FF 15 l Fort +4 +5vs Drugs, Poison Ref +1 Will +3

Jura hangs back, letting Sebastian doing the talking as he stands protectively in front of Izsha.


Narrator - Roll20 Map

As you talk amongst yourselves, the guards don't seem to move, continuing to hold their position.

It seems that whatever action you plan to take, talking amongst yourselves isn't going to solve much. There's also no sign of life outside of your group and the two guards in front of you.

You expect things are probably quite lively within the Castle Town, but with no current plan of entry, you have no clue what awaits beyond those gates.


M Human Fighter 1 HP 16/16 l AC 16 T 11 FF 15 l Fort +4 +5vs Drugs, Poison Ref +1 Will +3

"Hey!" Jura shouts, advancing towards the guards. "We allowed inside?"


Narrator - Roll20 Map

As you approach the guards, they both cross their Halberds over the front gate. The guard to your left does so without paying much attention to you, while the guard to your right speaks up.

Entry is forbidden. Nobody enters or leaves town and all trade has been temporarily halted, as ordered by the Countess.


Male Human Ranger (Falconer / Trapper) 1 HP 6/10 | AC 18 T 15 FF 13 | Fort+2 Ref +7 Will+2 | Initiative +5 | Perception +6

I step forwards with Jura and stand up right, clearly showing my noble heritage in my posture, "We are not here on trade business, I myself have some matters to discuss with the Countess. My name is Sebastian; of the house of Vorell, perhaps you could send a message and see if she will agree to a meeting with us?"

Sebastian is not a front line talker, but have to give the nobility side of it a go. Hopefully that will help us out here a little bit.


Narrator - Roll20 Map

The guard glances over you all and then focuses his attention on Sebastian.

Noble or not, we have been given strict orders. There's to be two guards stationed here at all times. Leaving my post to pass on a message is disobeying that command.


Male Human Ranger (Falconer / Trapper) 1 HP 6/10 | AC 18 T 15 FF 13 | Fort+2 Ref +7 Will+2 | Initiative +5 | Perception +6

"I never said that you had to be the one to deliver the message, only if you could send one. Surely you have a means to contact another watchman and get them to deliver the message?"


Narrator - Roll20 Map

The guard laughs under his breath and shakes his head.

The only way that can happen is if someone from inside dismisses us from our duties for the day and that rarely happens.

Glancing over to his fellow guard, but still aiming his conversation towards Sebastian, he remarks The only time I can carry out such a request is during Guard rotation, when my watch ends for the day.

Looking back to Sebastian, the guard then simply says; Looks like you've got a long wait ahead of you.


Female Human
VITALS:
AC: 19, T: 11, FF: 18; HP: 18/18; F:1, R:3, W:6; CMB +2, CMD 13 ; Init: +1; Perc: +2
Oracle 3
SKILLS:
Acrobatics -4 (-8 to jump), Diplomacy +10, Heal +9, Knowledge (nature) +6, Profession (herbalist) +10, Sense Motive +7, Spellcraft +6

Erin was frustrated. She qas not going to just wait here and do nothing. But then again... she looked at the guards. They could be fun to mess with

She slowly floats so she can eye them properly. Outfits. Gear. Etc

-Posted with Wayfinder

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