DM Delmoth's Strange Aeons (Inactive)

Game Master Delmoth

Map

Treasure Sheet


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♀ Halfling Monk Lv.11 ☁️| 52/92♥️ | 1/10KP | 9/11SF~DC19 | (+3)AC29~20t~21ff~33aoo | CMD:28~32trip | (+3)Perc:23 | Init:5 | (+3)Fort:16~Immune:disease, Ref:19~negate/halve, Will:14~16enchant/fear +Shake.It.Off Dmg:Magic/Cold.Iron/Silver/Law Active:Endure.Elements, Ward.Against.Nature
DM_Delmoth wrote:
You can blame Pocky for this encounter going south almost immediately.

Ah, so it is simply my drawback. Don’t suppose exiting the room helps?


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

Oh suuuure, rile all the animals up and leave the rest of us to deal with it.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

I guess we should have seen that coming!


♀ Halfling Monk Lv.11 ☁️| 52/92♥️ | 1/10KP | 9/11SF~DC19 | (+3)AC29~20t~21ff~33aoo | CMD:28~32trip | (+3)Perc:23 | Init:5 | (+3)Fort:16~Immune:disease, Ref:19~negate/halve, Will:14~16enchant/fear +Shake.It.Off Dmg:Magic/Cold.Iron/Silver/Law Active:Endure.Elements, Ward.Against.Nature

So, in my next post I’m gonna come in there to high-five everyone.

What?


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The mastodon was scripted to go berserk but Pocky's trait caused you to skip over all the checks that could have prevented that from happening.


♀ Halfling Monk Lv.11 ☁️| 52/92♥️ | 1/10KP | 9/11SF~DC19 | (+3)AC29~20t~21ff~33aoo | CMD:28~32trip | (+3)Perc:23 | Init:5 | (+3)Fort:16~Immune:disease, Ref:19~negate/halve, Will:14~16enchant/fear +Shake.It.Off Dmg:Magic/Cold.Iron/Silver/Law Active:Endure.Elements, Ward.Against.Nature

Oh! Did my trait alone affect the other animals?


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Yep but not much they could do about it being trapped in cages.


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Adding the following house rule:

Rinika, paraphrasing wrote:
It's dumb that a gunslinger can snipe but a spellslinger can't.

You're right. You may use the snipe rules replacing one standard action for one ranged attack in the stealth rules. Note that creatures will notice the obvious effects, such as spell casting's verbal components and their general direction, but not specific squares where they originated from should they fail their perception check.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theophilus will recast Heroism prior to arriving.

Also, if lots of resistance he is dying to usd Mind Fog and Confusion combo...lol.


♀ Halfling Monk Lv.11 ☁️| 52/92♥️ | 1/10KP | 9/11SF~DC19 | (+3)AC29~20t~21ff~33aoo | CMD:28~32trip | (+3)Perc:23 | Init:5 | (+3)Fort:16~Immune:disease, Ref:19~negate/halve, Will:14~16enchant/fear +Shake.It.Off Dmg:Magic/Cold.Iron/Silver/Law Active:Endure.Elements, Ward.Against.Nature

20 is my lucky number???

I’m already lucky to roll that. Now I’m extra lucky!

...if I roll that.


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Pocky the Runt wrote:
@delmoth Is nonlethal coup de grace a thing?

Huh. Seems like it is nonlethal/lethal agnostic. RAW you can do nonlethal damage on a coup de grace, but the target still has to make a fort save to avoid dying. I'm torn about house ruling it.


♀ Halfling Monk Lv.11 ☁️| 52/92♥️ | 1/10KP | 9/11SF~DC19 | (+3)AC29~20t~21ff~33aoo | CMD:28~32trip | (+3)Perc:23 | Init:5 | (+3)Fort:16~Immune:disease, Ref:19~negate/halve, Will:14~16enchant/fear +Shake.It.Off Dmg:Magic/Cold.Iron/Silver/Law Active:Endure.Elements, Ward.Against.Nature

Honestly, don’t trouble yourself on Pocky’s account. She’d do way more damage with a full attack because of Jabbing Master.

And if we have to worry about accidental death via nonlethal beating, tying a sleeping guy to a chair could work.


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |
DM_Delmoth wrote:
Pocky the Runt wrote:
@delmoth Is nonlethal coup de grace a thing?
Huh. Seems like it is nonlethal/lethal agnostic. RAW you can do nonlethal damage on a coup de grace, but the target still has to make a fort save to avoid dying. I'm torn about house ruling it.

I do think that allowing a nonlethal knock-out cdg equivalent would somewhat cheapen the brawlers knockout ability, but I can't say thats something I've ever seen used either.


Human Child

Pocky the Kid just won’t settle for less than 50 stealth. Good thing I rolled perception first this time, or I’d have had a lousy 48 stealth.


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

If that Heal Check reveals ability damage, or some condition like sickened, nauseated, etc. I have a class ability that can heal/remove it.

Cleansing Flame


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Positioned Mara on the map for the Dispel Magic.


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

Ci Ci will wait in the other room Big D for the moment.


♀ Halfling Monk Lv.11 ☁️| 52/92♥️ | 1/10KP | 9/11SF~DC19 | (+3)AC29~20t~21ff~33aoo | CMD:28~32trip | (+3)Perc:23 | Init:5 | (+3)Fort:16~Immune:disease, Ref:19~negate/halve, Will:14~16enchant/fear +Shake.It.Off Dmg:Magic/Cold.Iron/Silver/Law Active:Endure.Elements, Ward.Against.Nature

Probably safer to hang by the door to the north, but I think Pocky would have noticed the charm spell while close to the guy.


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

I moved Allegra into place and took a stab at putting Theo in place too.

Soo....this was also the first time I really took a look at this particular map. Conor's really not gonna be happy when that dispel goes off, hah.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

Theo is good.

I don't get it....

Edit: I get it...hope you guys are somewhere safe...lol.


♀ Halfling Monk Lv.11 ☁️| 52/92♥️ | 1/10KP | 9/11SF~DC19 | (+3)AC29~20t~21ff~33aoo | CMD:28~32trip | (+3)Perc:23 | Init:5 | (+3)Fort:16~Immune:disease, Ref:19~negate/halve, Will:14~16enchant/fear +Shake.It.Off Dmg:Magic/Cold.Iron/Silver/Law Active:Endure.Elements, Ward.Against.Nature

One position I plausibly could be in is by the north door. Pocky could leap over that table and full attack, so it may have been smarter to be over there.

But on the upside, I don’t think he can attack without provoking (combat reflexes), and he’s my first trippable foe. So if he tries anything, AoO, full attack with leg sweep, possibly giving me another AoO.


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Conor is safely on the World Tree. His doppelganger on the other hand...

Sometimes I just grab tokens from my other game cause I'm lazy...


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

The spell will only hurt him if he's evil. Let's see what happens. He's stalled long enough.


♀ Halfling Monk Lv.11 ☁️| 52/92♥️ | 1/10KP | 9/11SF~DC19 | (+3)AC29~20t~21ff~33aoo | CMD:28~32trip | (+3)Perc:23 | Init:5 | (+3)Fort:16~Immune:disease, Ref:19~negate/halve, Will:14~16enchant/fear +Shake.It.Off Dmg:Magic/Cold.Iron/Silver/Law Active:Endure.Elements, Ward.Against.Nature

Oh... I didn’t realize I was moved back. I moved Pocky on that map. It’s 10 squares which is not even a full move for her, but this time I put her behind the guy in case he heads into the hall.

What action ends the ethereal state? The description doesn’t make that clear.


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This should be dismissable so its a standard action.


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I'll get a post up tonight moving things along to Biting Lash's estate.

Sorry this chapter hasn't really grabbed me and its showing.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Yeah, me neither. That is no reflection on your GM'ing.


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M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

So I know Delmoth has a full plate as far as GM'ing, but perhaps one of the players here might be able to help out.

My Ruins of Azlant game has just lost its GM. We have been at it for a year and are in the middle of Book 1 (yes, a slow pace, although the players are generally prompt enough posters that it would go faster with a new GM).

Here is the Recruitment post for a new GM. If any of you would want to try your hand at running this AP, we now have a good group of engaged players (after some attrition).


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

FWIW, Mara adds her wisdom bonus (+8) to charisma-based skills when she can see the open night sky. Mind you, we don't know if Diplomacy can work here. She could also apply extend to one of her spells.

What time of day is best for everyone else?


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets

Any time works for me.


♀ Halfling Monk Lv.11 ☁️| 52/92♥️ | 1/10KP | 9/11SF~DC19 | (+3)AC29~20t~21ff~33aoo | CMD:28~32trip | (+3)Perc:23 | Init:5 | (+3)Fort:16~Immune:disease, Ref:19~negate/halve, Will:14~16enchant/fear +Shake.It.Off Dmg:Magic/Cold.Iron/Silver/Law Active:Endure.Elements, Ward.Against.Nature

Same.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

@ Dervak I am sympatric to your plight. Unfortunately, I am currently overextended (don't tell my DMs) a bit myself. I may have an addiction! Apologies, my friend.


CN Human Female Cleric of Besmara (Varisian Pilgrim) 4 l AC 16 T 12 FF 14 l HP 26/32 l F +5 R +3 W +7 l Init +2 l Perc +3 I CMB +4 I CMD 16 Channel Positive Energy: 7/day, 30' radius, 2d6, DC 14, Selective Channeling 2 targets
Dervak wrote:

So I know Delmoth has a full plate as far as GM'ing, but perhaps one of the players here might be able to help out.

My Ruins of Azlant game has just lost its GM. We have been at it for a year and are in the middle of Book 1 (yes, a slow pace, although the players are generally prompt enough posters that it would go faster with a new GM).

Here is the Recruitment post for a new GM. If any of you would want to try your hand at running this AP, we now have a good group of engaged players (after some attrition).

I wish I had the time, but I’m afraid I can’t. The nice thing about being a PbP player is that apart from character generation and leveling, the time commitment is minimal. GMing is an order of magnitude more time-consuming.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

@Mara, is Barkskin a +4 (net +3), or a +5 (net +4)? It would normally be the former at CL11, but I don't know if you have a thing that boosts it.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

My mistake, it's still +4.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

So, despite Dervak being the barbarian, I do try to have him be a little more cunning and rational rather than just raging and smashing things.

Here, it seemed clear that they had seen through Mara's lie and so were sending word not to let us in, but to get reinforcements.

Had Mara fooled them, Dervak would have held back and played along. But given that they saw through it, maybe there is a chance to stop the guy running to spread the alarm...


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

It actually feels good just bashing the door down; and just clearing the place.
Seems like ws have been frightened; tiptoeing for a while (well done DM).
Let's stretch a bit, shall we!


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

If this is mostly a fortress full of gnolls...

Medium-sized trippable foes for Pocky to have fun with;
Mind-affecting-vulnerable foes for Theophilus to mess up;
Fear-vulnerable foes for Allegra to whack with Cornugon Smash (have you looked at the Hurtful feat?);
No-SR no-fire-resistance foes for CiCi;
And hopefully foes who are vulnerable to whatever trick Mara wants to pull out (though she is more often on 'save the party's bacon' duty, maybe it won't be as essential this time).
So, yeah, let's have fun with this and let everybody shine.


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You've done everything you need to do here but I understand wanting to go through and clear out Biting Lash's stronghold.


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M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

I would like to do more of this dungeon, and of course tackle the potential TPK encounter that you mentioned.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara wants to defeat the slavers and help the slaves get off the island, to safety.


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

@Allegra, if you OOC really don't want to do this tower, Dervak can come around to your point of view and skip it.

We have been rather thorough about this AP - for example, we did every quest in the Dreamlands even though we didn't need to. And we did the Fort in Book 2, which I gather you skipped. We don't need to stick to that pattern.


F Human (Chelaxian) from Isger | Init: +1 | hp 2+117/117| AC 32 T 13, FF 31| F+17 R+11 W+19, +2 vs emo/fear/illu/int dmg, +SIO| CMD 28 | Perc+17| Blessing 9/9, Fervor 9/11, ScdWpn 11/13, SacArm 12/13 |

OOC I'm fine with it, just taking the opportunity IC to call you all bloodthirsty savages for doing the chaotic thing :P


M Human Destined Urban Bloodrager 16 | HP 102/148 (118/164) | AC 54 (T31, FF54, CMD60) | F+26/R+28/W+30 (+2 vs fear, +5 vs mind-affecting) | Mv 40' | Init +9 | Per +24| Rage 30/36 | Spells 4/2/1/0 (6/4/3/2) | Active: Heroism, Barkskin, See Invis, Shield, FoM, Long Arm, Dance, Vigor, Tactical, BoF, Legendary

Gorum wills it.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

Mara doesn't really care about killing the slavers; her main focus is rescuing the slaves. She'd like to end slavery on this island, but realizes that the fate of the world may depend on stopping Lowls.


♀ Halfling Monk Lv.11 ☁️| 52/92♥️ | 1/10KP | 9/11SF~DC19 | (+3)AC29~20t~21ff~33aoo | CMD:28~32trip | (+3)Perc:23 | Init:5 | (+3)Fort:16~Immune:disease, Ref:19~negate/halve, Will:14~16enchant/fear +Shake.It.Off Dmg:Magic/Cold.Iron/Silver/Law Active:Endure.Elements, Ward.Against.Nature

Dear Players, in case you didn’t see my post in Discord:

After this mission, I will have Pocky escort the slaves out of the game, removing herself with them.

There are several reasons but no hard feelings.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

An accurate description of the danger from the lizards could greatly help Mara fight them. It's in the spoiler, but hasn't been relayed clearly. Just saying.


Male +4 circumstance (Blindness/Deafness/Curse) Human(Varisian) Witch 16 Hp 160/98 AC 27 Initiative +13 Fort +15 Ref +13, Will +15 Perception +26

@ DM Apologies DC 22 for Confusion.

I just want to remind folks that a Confused creature automatically attacks the creature that attacks it. I was hoping to get them to kill each other...lol.

Confusion


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I'm going to fast forward through the rest of this fight. Dervak can hold them with his eyes closed and the rest of you will eventually get them with ranged attacks or cantrips.


Half-Orc Heavens Shaman 16 (Speaker for the Past) | HP: 150/ 159 4 con damage Init 8 (roll three times) Per: 29 (See Invisibility)| CMB: +13 CMD: 30 | AC:30 T:17 F:26|Saves F:15 R:15 W: 26 (27 aberrations)
Hexes Used:
  • Fortune:
  • Healing:
  • Heaven's Leap: Dervak
  • Time Flicker:
  • Speed or Slow Time: 0/2

I think that turning someone to stone required an action for a gaze attack from a basilisk, so there might be fewer petrified slaves.

FWIW, Theo's Confusion spell could possibly have saved some of the slaves from being turned to stone.

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