DM Delmoth's Strange Aeons (Inactive)

Game Master Delmoth

Map

Treasure Sheet


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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'm not sure how to get to Lord Eldarius's manor. How did we travel to the party?

Mara has Overland Flight active, and has one Fly spell memorized. So she can't get us to Delmaria’s father's place.


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You walked there. The minutiae of the travel isn't important just that it will take an hour to get there and back.


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

How does the Blink Spell interact with incorporeal creatures? I used Time Flicker with Blur instead of Blink because the rules don't seem to cover this case.


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Blink wrote:
You interact with ethereal creatures roughly the same way you interact with material ones.

I'm going to take this to mean it includes incorporeal creatures. I think this largely means its a debuff for Mara since she could see the ghost-like creature (assuming no wall) already and it adds a 20% miss chance to her targeted effects.

However it would mean she could pass through the walls to locate it. Although I'm not sure if Mara wants to go one on one.


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Mara you are correct regenerative sinew does not fix ability drain. Also both you and Dervak can occupy the same space, you're just both squeezing.


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I'm going to say sunbeam works like other spells in it's milieu and one beam goes off at casting, rather than RAW which takes two standard actions. Otherwise it's strictly worse than call lightning storm, except in certain situations.

Also assuming you wanted to ready the action since you rolled for damage and don't currently have line of sight.


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Also going to assume Mara readies chain lighting since she did not need to heal Ci Ci with her hex


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

The way to fight something like this seems to rely a lot on game mechanics that I am not entirely sure how to express in-character.

Turns and the initiative order are RPG constructs, not really part of how the characters view reality. So I do not feel all that bad about expressing a plan despite Dervak's 8 Int. It's a metagame construct, so I'll use metagame discussion to address it. If you think otherwise, I will spoiler this and keep discussion in-character.

I do not like seeming like I am telling others what to do, but this particular foe would be an interminable slog playing hit-and-run (one we would eventually lose), and I am not yet confident that it would leave us alone if we went elsewhere. This is the best thing I can think of. I am open to anyone else's plan, but we need a coordinated plan of some kind. We can coordinate by speaking in Varisian, with a short phrase or two in Kelish to Mara.

Plan requiring more than 8 Int:
We need to expose the ghost on our turn, disable its regeneration, and do enough damage to kill it. I don't think we can do enough damage with readied actions. Basically the plan we tried before, but on our turn and with more buffs.

So let's say we take a round to prep with Haste and Fortune Hex on Dervak. Dervak will cast Long Arm just in case it is needed. Cerise calls up her Greater Aggressive Thundercloud.

The scouts find the ghost in the wall and call out. Rockwell, maybe get a couple more.

CiCi casts Disintegrate on that wall section, and if she fails to expose the ghost for any reason, Mara does as well. If CiCi does expose it, Mara uses Chain Lightning. CiCi throws in a Quickened Magic Missile or other Quickened spell and also sends the Thundercloud (move action).
Theo hits it with Lightning Bolt.
Dervak uses Bladed Dash + Hasted Full Attack. That would be 5 attacks at 1d10+31 each, with a 17-20 autoconfirmed crit range (he can't use Arcane Strike with Ghostslayer, costing him +4 damage).
If all that fails, I guess we have to just give up, go away, and hope it won't follow.

Second Plan:
Alternatively, we buff Dervak's Incorporeal Touch AC with Mage Armor, Blessing of Fervor, Dex-rage, and a potion of Reduce Person that we happen to have, and he walks through the maze using Total Defense with AC 39 against this thing. Maybe with Greater Invisibility if it doesn't have Lifesense. He gets to what it is protecting and forces it to engage him.

Third Plan:
CiCi and Mara just blast a hole through the maze with Disintegrate.

Fourth Plan:
Give up, go to another room, hope it doesn't follow.


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Sorry I haven't resolved the readied actions yet. I had a post ready to go but need to adjust it slightly. Work decided to be on fire this morning, at least not literally, which has happened before.


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'm not sure there is a feasible way to defeat a ghost in a maze. It can pretty much drain us at will, while most characters never get line of sight to it (Mara has already been drained of 4 Con). That's why she was suggesting giving up on the maze.


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

We do have two scrolls of Restoration on the loot sheet.

There are a few niche spells and abilities that would be good to have, but I think there is a possible plan with the resources we have. I don't know.


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

According to the spell description for burst of radiance Evil Creatures take full damage whether they succeed at the Reflex save or not. The reflex save only prevents them from being blinded.

d20pfsrd wrote:
Evil creatures in the area of the burst take 1d4 points of damage per caster level (max 5d4), whether they succeed at the Reflex save or not.


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Ok missed that will add in 8 more damage.


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 thought we gave up on the Ghost in the Maze attraction and moving on to iron portcullis'!


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 changed my action because I had already spent so many resources preparing for this thing.

This is our one chance to finish it and I think we'd do better destroying it than trying to heal the damage it does. At the very least it would be good for CiCi to add a Quickened Magic Missile to her turn, and a 5' step out of the way.

I cannot do anything as long as CiCi is blocking the spot I need to be in.

But it looks like CiCi cannot 5' step unless Mara moves.

And I would really like a Haste.


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 cast Haste and made room for Ci Ci.


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

Cool, thanks.


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@Ci Ci since Theo cast heal on you did you want to do something else? Feel free to change up your entire round if you like.


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

Another Burst of Radiance would keep its profane regeneration shut down.


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
Theophilus Carter wrote:

Theophilus watches all the action being centered outside his current line of sight.

I was thinking that we were allowing him to get into the hall?

This kind of tactical placement works well on a map with minis in face-to-face where we can discuss.

Here, I think I was unclear about what I meant, so Mara and CiCi ended up in different places and there didn't seem to be a good spot for me to go to bait Avaric without exposing them to attacks.

Since I think it is a standard action to dismiss Gaseous Form, I am not terribly worried about physical attacks from the vampire lord this round at least. He may have SLAs that he can still use in this form, like Dominate Person, but I did make a point of investing several feats into Dervak's will save.


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

Oh, I get it, but our befuddle Witch may not....lol.


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Not feeling well, no post tonight prolly not tomorrow. I have some rapid tests being shipped we'll see how it goes.


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

Make that Fort save!

Or start taking levels in Paladin.


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Feeling better, still some fatigue and throat scratchy but not as bad.

I'm pretty sure I can't take levels in paladin because I work in the banking industry.


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And we found another creature that teleports as a swift action and between attacks.


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 has Featherstep going....


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The vines aren't difficult terrain. They block movement like a wall but are easy to take down if you're willing to spend the actions.

The reason Theo was able to even be pulled across is because he's flying above the vines.


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 you can't get Dervak there or think it's not worth the risk, then he will start buffing.


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

I now realize that having a discussion in Discord about how to get our SA channel on my phone is not helpful....


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Lol, if you download the discord app from your app store of choice and then login with the same login you use for desktop you should see all the same channels.

I believe you can follow the discord link at the top of the page, if for some reason you don't see it.


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BTW you should be level 16 now.


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

Ha! Will level Sunday once home.


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

Sweet!

Dervak's level-up:
+1d10+3 HP (+9, new total 148)
+1 Fort
+1 Str (doesn't matter much, all of his stats are even numbers)
+1 BAB - another iterative attack!
+4 skill points (Perception*3, Sense Motive)
+2 background skills (History, Engineering)
+2 rounds Bloodrage
Bloodline Spell: Freedom of Movement
Urban Bloodrager Spell: Dance of a Hundred Cuts
Bloodline Power (20th-level power due to Robes): Victory or Death (immune to paralysis and petrification, as well as to the stunned, dazed, and staggered conditions; has these benefits constantly, even while not bloodraging)
+1 2nd-level spell per day
Destined Strike goes to +10 insight bonus
Fated Bloodrager goes to +5 luck bonus (+6 with Fate's Favored)
Power Attack goes to -5/+15

Automatic Bonus Progression:
Deflection to +3 (net +1)
Physical prowess +6/+2 (net +2 Str)
Toughening +3 (net +1)


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

1st level: I retrained rite of the centered mind to unprepared combatant.

My new 8th level spell is rift of ruin.

My Robe of Arcane Heritage bumps up my bloodline abilities to 20th, so I am now immune to fire, and can transform into an incorporeal creature of light for a bit, which is pretty cool.

The rest is just the usual bumping up of skills and such by one, and the ABP adjustments.


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 lvl 16 highlights:

+1 BAB
+2 Will

Deflection +3
Physical Prowess +4/+4
Toughening +3

+1 7th lvl spells/day
+1 8th lvl spells/day

Adventuring Skill Ranks:
+1 Diplomacy
+1 Knowledge Dungeoneering
+1 Perception
+2 Sense Motive
+1 Spellcraft

Background Skill Ranks:
+1 Knowledge History
+1 Profession Cook


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So it looks like only Dervak would need to make saves against altitude sickness and he's likely to make them for several hours without issue. So I'm going to waive the saves unless you rest in this nexus.


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

What's the limiting factor that requires Dervak to make saves against Altitude Sickness, but no-one else?

Mara is keen on memorizing new spells.


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 doesn't need to breathe, and Theo and CiCi have Necklaces of Adaptation.

Wouldn't you memorize new spells before leaving the Fairy Ring Retreat?

Or I guess you could do it here in the Elder Thing city. as it would only take an hour.


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 buffs: mage armor, lucky number (everyone), heroism, nine lives, mind blank and for everyone

Major Ameliorating (Su) (Healer's Handbook pg. 17):
The witch can touch a creature to suppress or protect it from more debilitating negative conditions. Each time she uses this hex, the witch either chooses the blinded or deafened condition, or chooses a type of effect: curse, disease, or poison. If the target is or later becomes afflicted with the chosen condition or effect, that condition or effect is suppressed for a number of minutes equal to the witch’s level. Alternatively, for 24 hours the witch can grant her target a +4 circumstance bonus on saving throws against effects that cause any two of the above conditions or effects (witch’s choice; she can choose any combination of conditions or effects, as long as she chooses only two total). At 15th level, the witch can choose up to two total conditions or types of effects to suppress or three total conditions or types of effects to grant a circumstance bonus against each time she uses the major ameliorating hex. Once a creature has benefited from this hex, it cannot benefit from it again for 24 hours.

Lucky number in orded CiCi, Dervak, Mara, Theo: 4d20 ⇒ (11, 2, 7, 8) = 28


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Mara bint al-Katheeri wrote:

What's the limiting factor that requires Dervak to make saves against Altitude Sickness, but no-one else?

Mara is keen on memorizing new spells.

Memorize spells as you see fit, after level up. You don't need endure elements because of Theo's wand.


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Of course there's a combat, that they don't give me a map for in a place with buildings that have unusual geometries, lol


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

Apologize to the table. I am finding it increasingly more difficult to keep current with my games. Having only my phone to post with is really a drag. I am in process of re-procurring my computer once my wife returns from home.
This accident has really disrupted my daily life and nothing is simple or easy these days.
I say all this just to ask for your patience during this time. I am NOT dropping any of my games. I enjoy every one of them. I enjoy all my fellow players and DMs.
Thank you all for allowing me this platform for gaming!

Now if only I could find a Cleric around here....


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

No worries man, I am glad you can still post at all!

The whole situation sucks but I hope this game remains fun for you and doesn't become a burden or an obligation.

If you have a prolonged absence we will bot you in old-school CN fashion, by rolling a die to see what Theo does.


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No worries, I don't think you've neglected us at all. It'd take a pretty long absence for me to even consider finishing without any of you at this point.


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

Who is carrying the Luck Blade?

Just carrying it (not even wielding it) gives a +1 luck bonus on all saves, and a free reroll once per day.

And, of course, the Wish.

Dervak would actually get +2 on saves from it (he has Fate's Favored). Mara already has a +1 luck bonus from Sacred Tattoo, and both Theo and CiCi have a +1 luck bonus from Lucky Horseshoes.

So I would suggest that Dervak carry it, if that is okay.

He will be very careful to not say "I wish..."


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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

It might work. It might not, I can't make a Know Planes roll, and therefore I don't know if he teleported in, or is incorporeal, or an illusion or whatever.

What I do know is the bites are continuous force damage with no save.


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

Apologize actually out and about at the moment. Post once back home.


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Going to take a couple days break.


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

Take a break!
Have a baguette!
Sip some wine by the Seine.
Adjust your beret.

We are off to Paris!


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Maybe one day I'll get to Paris. But given my wife's irrational hatred of the language, I don't think it will happen any time soon.

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