Doug M's Way of the Wicked (Inactive)

Game Master Douglas Muir 406

Follow the Way of the Wicked, the award-winning AP from Fire Mountain games.

The wickedness continues in Way of the Wicked Part II: The Dark Tower!


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Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Cуровую зиму wrote:

And since DM cast Grease in combat using Cуровую's bonded item, I can not cast See Invisibility, how convenient all around.

'If you are certain you will not join us, and again you are welcome in our travels my friend, I would ask two final things from you.'

DM you did not give me a chance to follow up on this post, can we add that without changing the outcome of the halfling's departure?


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

There's no point asking the coward for help. Hopefully he doesn't get waylaid on the road by some bandits, but he can probably take care of himself. Good job there throwing a rock at him, Grumbles. Bloody hell.

You spoke well, Xenfal, but sometimes you just can't reach a person.

Jax will move close to the party and mumble quietly. Do we make camp or return to the ship and finish this?


Vitals:
LD14, Cav 1 INIT:+4, AC:34 (39)/FF:33/T:16, HP:283/216, F:+24 R:+14 W:+17, P: 10
Skills:
Bluff+8,Climb+12,Dip+8,Disg+8,Han An+9,Intim+30,Kn(Nobil)+18,Kn(relig)+8,Perc+10,Ride+10,Spellc+4,Surv+6,Stea lth+8

Nope, no laughing, just alot more cursing.


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

I do not know if it got lost in the mass of posts, but I had instructed Edmin to send Ragnar to search for Nimby using scent. I figured that would see through the illusion. While it got lost in the large amount of recent posts, I assume that Edmin would have followed the order and sent Ragnar to tracking.

Post 7415

Also, did my Spellcraft determine anything about the Captain's equipment. Not sure what he had due to being unable to find the post which listed his equipment.

Post 7416


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

DM please read.

On my July 24, July 26 and July 30 posts, regarding the Oracle's remains, we most certainly disposed of the body before the bard could have seen it. Took me an hour to find all these.

Cуровую зиму wrote:
Later when there is no chance the captain, bard or crew is observing us
Cуровую зиму wrote:

-

Nowhere near the bard or captain's cabin, and when the crew's adrenaline has died down to be taken over by weariness.
Cуровую зиму wrote:
Douglas Muir 406 wrote:
I'm assuming that you've already disposed of the Soothsayer's pathetic, mangled corpse. Otherwise, someone is in for an interesting surprise.
What Soothsayer's pathetic, mangled corpse?
Cуровую зиму wrote:
Douglas Muir 406 wrote:
Cуровую зиму wrote:

What Soothsayer's pathetic, mangled corpse?

You guys hid her corpse among the cargo until you had the chance to cut various pieces off it, either to eat or for your own purposes. Then when you were done (I assume), you cast Invisibility and chucked what was left of her overboard.

DM I was trying to be cute and coy by saying that comment, 'it was never there.' Obviously I did not covey that on the post. Let me make it clear. There were never remains on board to be found, what Grumble did not eat was thrown overboard and never hidden below decks.

That's ok, if I threw something you did not catch, 90 percent of your acronyms I have to look up.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Post from June 30 about the captain's items

Cуровую зиму wrote:

Going back on a few pages of posts I realized I may not had a chance to share this about the captain -

Under scrutiny of Detect Magic he is revealed to have

(1) A ring on his finger. Faint green glow, aura of transmutation.

(2) A flask at his belt contains a potion, oil, or some other magical liquid. Faint yellow, abjuration.

(3) He has something under his armor, in the chest area, that radiates another faint green transmutation aura. (Bingo - now what is it)

(4) He's carrying something in a belt pouch that radiates a brighter purple glow -- moderate evocation. (what could this be?)

He must have items in his room as well. I am actually very interested on any notes or correspondence he may have in his quarters.


Zimu, on the mangled corpse: post 6677 and 6688. If I say "I assume you're doing X", and nobody corrects me, then X it is.

We had Dren and Grumblejack standing around discussing the tastiest bits, and you taking parts off her for a ritual. Obviously this required some quiet time alone with her, and that could only happen belowdecks. You wouldn't be able to dispose of the body until the hullabaloo had died down. So, it's clear she spent at least some time hidden.

Now, you could say "we dispose of the body overboard as quickly as possible". That would be reasonable! But the time to say it would be then, or let's say within a day or two.


Ragnar had great luck catching the lizard! With the halfling, less so. He runs in circles for a bit and then sits and whines.

You can probably make a guess as to what Nimpy has done here. Taking a step back, let's note for the record that he's (1) a high-Int skill monkey, with (2) access to all the magic items of a midlevel party, who also (3)has had literally nothing to do but sit in a box, think, and plan.


Moving on to magic items...


Zimu -- "two final things"? Sure, we can retcon that. What will you ask him?


Where was I... oh yes. Treasure.

Okay, starting with the Captain's gear: Breaker is a masterwork adamantite greataxe. It's not magical. (It's adamantite, which is good in different ways.)

The Captain was also wearing a +1 chain shirt. As noted, this has the crest of a noble family from the mainland on it. (You'll be shocked to hear that the Captain killed this guy and took his stuff.) Probably not a big deal, but it could come up sometime.


Quote:


(1) A ring on his finger. Faint green glow, aura of transmutation.

It's a little silver ring with a fish on it. Very pretty. Xen and the Judge both failed, so unless you get a better Spellcraft nobody knows what this is.

Quote:

(2) A flask at his belt contains a potion, oil, or some other magical liquid. Faint yellow, abjuration.

Xen got it. "It's a potion that protects one from arrows and other sorts of missiles!" Potion of Protection from Arrows, to be precise.

Quote:
(3) He has something under his armor, in the chest area, that radiates another faint green transmutation aura. (Bingo - now what is it)

Sir Edmin's temper tantrum has left the Captain's body in such a state that it takes a while to figure this out. But: he had a tattoo on his chest. A huge one, covering almost the entire front of his body and his upper arms. It's of an enormous tentacled sea creature with a single glaring eye. The details have been obscured by Sir Edmin's attack, but close examination shows that it's a strange tattoo: the skin is raised and roughened so that it almost looks more like a great birthmark.

The Judge stares at it for several moments and then says, "I believe this was the Captain's connection to his... patron. The source of his near-invulnerability while standing near water."

Quote:

(4) He's carrying something in a belt pouch that radiates a brighter purple glow -- moderate evocation. (what could this be?)

Now this one is strange.


It's a little statuette about as long as your hand, made of some material you can't immediately identify. It's mottled black and purple, is quite dense and heavy, and feels strange to the touch -- at once slick and slightly sticky.

The carving is of two bizarre-looking half human creatures entwined together. They have the heads and torsos of women, but below the waist they have the bodies of enormous serpents. Each of them has six arms. They are embracing with three arms each; with the others, they are holding various weapons. The carving is rather crude, but you can just make out their expressions: one is of rage, the other of glee or delight. There's an inscription in an unknown language at the bottom.

Jax only:

It's Abyssal! "I call upon the Two Queens."


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

This was what the Captain was reaching for when we downed him. The inscription talks about two queens, just as he was muttering to himself. Do we have any idea what it could do?

I know Judge can use medium armor, but both Xenfal and Jax are in melee much more often. Shall we roll to see which of us takes the armor? Or, I can't remember, if Xen has the cloak, could Jax take the armor?

Spellcraft check on the statue
1d20 + 7 ⇒ (4) + 7 = 11

Anyone mind if I test this ring out? I bet I know what it does..


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

Spellcraft(serpents):1d20 + 6 ⇒ (12) + 6 = 18

I am slow and weak for another 7 levels. Unless the chain shirt is Mithril I don't want it.


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

Judge you can wear the leaf armor now Want it?


Okay, so you have three dead bodies, some new loot, and half a job yet to do. What now?

N.B., don't reset hit points or spells yet -- you still have to go back to the Frosthamar.


Well, you don't "have to". You can do anything you like, of course. But I assume you're still on track to follow the Cardinal's instructions.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

Dren still has spells left and is fine with Zimu's plan or just sneaking up on the ship and then slitting the crews throats.
I rolled up 4 cure's if people want to take them who are hurt. The rest of the crew shouldn't pose too much trouble so let's not spend too much time on it, we just don't want to burn it until we have had a chance to searcht he captains cabin for whatever loot Nimpy left.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

Jax will take one of the cures, thanks Dren!
Jax is pretty much out of..almost anything, but he has a sword still!

Edit: Oh shit, nevermind..he got Spell recall this level :D He's going to recover 2 shocking grasps (1 point each) and cat's grace (2 points) leaving him with one point in his pool.


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

Edmin, give me your broken axe. I cannot restore the magic to it, but I can repair it. It will take time, but is should at least retain some use. I believe mending will make it a MW axe again, it will take a Make Whole to make it magica;


Oh and by the way Jax,

Jax:

Your sword is murmuring to itself again. And it sounds different now.

(1) Try to find some quiet time to be alone with it now, or (2) wait until later after you've dealt with the Frosthamar, or (3) eh, don't bother, I'm sure it will be fine?


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

DM:

Option 1

If we're going to go after the Frosthamar now, I need a moment to stretch my legs. The damned Captain did a number on these weary bones.

Jax'll walk a little ways away from the party, still just visible within the trees.

Xen, btw, did you want to roll for the +1 chain shirt or are you alright with Jax taking it?

DM 2:

The tiefling pulls the sword free from its scabbard and turns it in his hands. If you're going to mumble to yourself, or me, at least do it in one of the many languages I can speak.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:
Zimu, on the mangled corpse: post 6677 and 6688. If I say "I assume you're doing X", and nobody corrects me, then X it is.

I remember post 6677 but somehow missed the post saying the body would remain about a day, in post 6688. I tried to convey in about four or five posts (please see above) that Cуровую would never have allowed for that to happen. Not just because of the intelligent halfling but rather also the paranoid captain and the crew. I did relay that on several posts, even making a coy remark saying 'what body?'. If that's still your ruling as DM, then I am fine with it.


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

nope xen has a mithril shirt and I got the cloak


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

He wait, Dren can wear armor??? Just kidding I have shadow armor and I already have a powerful item.

I actually thought we did keep the body around for a couple of days until Grumbles could eat it. Less chance of Raise Dead or something similar if there is no body, plus it was a treat for Grumbles.


Oh totally. Grumblejack basically took a selection of muscle meats, sweetbreads, and miscellaneous juicy bits. It was like a mixed appetizer platter for him, little of this, little of that. He'd have been happy to let her age another day or two but, huh, he's good with what he got.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)
Douglas Muir 406 wrote:
Zimu -- "two final things"? Sure, we can retcon that. What will you ask him?

In HIGH Elven to the Bard

'You have been through a LOT my friend, and I can not even begin to guess at what it will take you to become ... whole again. But do know this, the next time I hoist a glass it will we to toast the brave Bard who has left on to tell tales of the Companions of Master Ellidor. Long may he tell those tall tales.'

'Know that there is cruelty in the world Maestro Nimpy, but know too that there has always been good. And every possible shade in between.

Cуровую allows herself a small barely seen smile.

'Now I must ask you two things.'

'I ask firstly this, that you Brave Nimpy be careful on your travels and may the road always rise up to meet your footfalls, and that one day you return to be who you were once were. I ask that you grow old surrounded by those you hold dear and those who love you. May your belly ever be full and may you forget the worst days and remember with fondness your deeds as well as the sweeter air of the country and the taste of superb cheeses from distant lands. May your name long be remembered my friend.'

'Secondly, I had long been wanting to see the books the Master Ellidor penned, for I too have the gift of the Arcane Art. I ask that you keep the books he had and should we ever cross paths again ... perhaps over a meal and many drinks, you will allow me to briefly look at them.'

'May you wander the lands many more years Nimpy, I shall count myself lucky when our paths cross again.'


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

How many more items need to be determined?

Dren Guidance please.

None magical items

Appraise 1d20 + 8 + 1 ⇒ (10) + 8 + 1 = 19

Magical Items

Ring Spellcraft 1d20 + 13 + 1 ⇒ (10) + 13 + 1 = 24

Two Queens Spellcraft 1d20 + 13 + 1 ⇒ (14) + 13 + 1 = 28

Anything else?


The Ring is a relatively cheapass Ring of Swimming +5. (If the Captain had owned a +10 ring, he would have sold it.)

The statuette... Zimu, give me a Knowledge [planes] check, please.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

Do you wan to use Cуровую's roll above with a Knowledge Planes +11 +1 for Guidance for a total of 26.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

If a new roll is needed then Knowledge Planes 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32

edit sweet Nat 20!


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

The Judge looks to the others:

We return to the ship and finish this job. If we can get close enough, I can call all sorts of menaces to rain death upon the ship. I can call fire elementals to burn the ship, but think that we would be better off with something less destructive to the ship. I figure once we are finished with the crew and have scoured the ship, I will call a fire elemental to set the ship aflame when we are close to shore.

I am not sure that the elven leaf (scales) armor would really be that useful. DMDM said that it is quite distinctive and it still weighs 20lbs which does not help much with my lack of strength. Really, a mithril shirt is what I need for weight, so I will have to wait on that.


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

I should think that we can get back on the ship and convince enough of them to come where we want them and just kill them. Even better if one of us could look like the captain. Aw well, I will have to look into learning a spell to help with that.


Female Aasimar Wizard 6 (HP 53/53; AC 18/18/15; CMD 16 Fort +5; Ref +7 Will +8; Init +3; Perception +11; Darkvision 60 ft)

I posted my plan in OOC, and we can go after we memorize spells if you want. We should get rid of these bodies though, in case patrols come visit this area.


A spoiler for Zimu.

Zimu only:
nat 20! Okay.

The Two Queens are two powerful demons. They're marilith field marshals in the service of the Mother of Monsters. They have their own sub-cult among worshippers of the Mother, typically among fighters and those of a warlike and martial bent.

The statuette will let rain death and destruction in a circle around you. The inscription -- "I call on the Two Queens" -- is the activating phrase. It's a one-use item.

You know that demonic stuff like this almost always comes with hidden issues or side effects. Like, it may gradually change your alignment, or give you some weird disease or condition, or attract the attention of demons or other evil creatures. Or it may come alive at night and crawl around biting peoples' throats out in their sleep. Or it may just let the Two Queens spy on you at will.


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

i dont see your plan zimu, but i am sure it is great. xen is in


Hearing a lot of "we shoulds" and "I thinks". What's the plan, gang?


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

honestly I am waiting for our fearless leader to mae a decision. But if you are ready to move on then I vote we go with Zimu's plan. Her plan for the captain was good so I will go for her next one as well


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

We are overthinking this really. It will most likely be a crew of 1st level rogues or warriors. AS long as we don't fight them all at once it should be a slaughter. I am fine with Zimu's plan or just sneaking aboard and killing them while they sleep.
Let's just go with Zimu's plan and be done with it, we don't need to rest.


M Tiefling Magus/Rogue;
Statistics:
HP 169/169; AC:37/21/29; Saves: +22/+23/+20; Init +10; Per +28(See Invisibility), CMD 42
Misc:
Effects: Resist Cold 30, Fly 30', Telepathic Bond

I third Cimu's plan!


Male Vampire(former Dhampir) Bard(Negotiator) 13/Anti-Paladin/2 - [HP 209/231; AC43,FF36,T22; CMD32; DR/10 magic+silver; F+28,R+29,W+26; Per+31; Init +12]

I can drop a bunch of summoned monsters on the ship one after another to kill/weaken part of the crew first. Then we can arrive with Cy's plan to "save the day".


Okay. Zimu said that first she'd hide/bury the bodies in case a patrol comes by. Which is actually good thinking, given that you've already been burned that way once.

(In fact, here's a general thought: in a standard campaign, since you're mostly killing evil monsters, you're not too worried about leaving a trail of dead goblins or whatever. In this campaign, you may want to be a little more thoughtful about tidying up. One of several interesting differences.)

Anyway, I'll assume that you spend half an hour disposing of the bodies, in this case dragging them a hundred yards or so inside the treeline and then burying them in shallow graves. Once that's done, you proceed onwards to the Frosthamar...


Let's check the status of the crew of the Frosthamar.

Captain Kargeld Odenkirk -- Dead just now
First Mate Yngvi "The Louse" -- Killed by Captain Odenkirk for cowardice
Bag'o'Bones -- Dead

Erik Halt-Speech
Haakon the Red -- Dead just now
Bald Sven -- Dead just now
Stupid Sven
Sverker Clubfoot
Old Olaf
Swine-Olaf -- killed by Captain Odenkirk for sleeping on duty
Deaf Olaf
Yuri -- murdered by the party during Soothsayer fight

Lizard-thing -- dead

So, unless there are a bunch of sailors hidden in a extradimensional space somewhere, there are only five crewmen left.


1 person marked this as a favorite.

And as I review that list, I notice that the survivors are, respectively, old, deaf, stupid, clubfooted, and afflicted with a stutter. Go figure.


Anyway, Zimu's plan:

Quote:

Cуровую will cast Alter Self followed by Disguise Self and pretend to be the captain.

We board the Frosthammer and go below decks. As the captain I will bellow out in anger for the loss of the halfling and blame those on watch.

I will order the crew to tie up the three or four responsible and have the executed, most likely by Edmin, but maybe by the members of the crew themselves.

We then deal with the remaining crew members.

This seems reasonable, except "tie up the three or four responsible" -- as noted, there are only five crewmembers left, so you'd have like one guy tying up four.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

We look at the ship from a distance, are there any crew members on guard?
Dren looks at Zimu, Do you even want to bother wasting your magic for 5 crew members? Just let the ones with swords take care of them.


Well, and also (as noted) those two spells don't stack. So, pick one and go with it.


Male Human Oracle (FC) 15 Init: +8 Perc: +0 AC:24/14/20 F:+13 R:+14 W:+15 HP:124/124 Freedom of movement, Resist Cold/30, Air Walk 30'

If you can leave one alive, I would prefer to sacrifice at least one of them in front of the group.
It is an odd occurance, maybe one of you will be able to tell me what the dismembered head is saying, they seem to be speaking to me.


M DEAD KILLED BY DMDM Lore Warden 2/Arcane Duelist 3
Stats:
HP 4/45; AC 20(25 w def/CE)/16(21)/14; CMD 19; Init +5; Perception +4; Fort +7 (8 vs Poison), Ref +9, Will +3; Fire Res 1; BP 10/12; Spells Lvl 1 3/4 Initiative +5

Dren why are you always so creepy? I mean it is a talent with you.

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