Dragonlance: Heroes of a New Age

Game Master Shalafi2412

What came before...:

Six months have passed since the War of Souls, an epic conflict that spanned the world of Krynn. After 39 years when the Gods have been silent and magic flowed unrestrained by the Moons, the Gods of Krynn have returned. The first among the Light, Paladine walks the earth as a mortal, while the Dark Queen Takhisis lies dead, leaving their places vacant among the heavens. Ansalon still bears scars of the decades where evil reigned upon the world in the Godless times. The Dark Knights of Neraka still subjugate numerous lands and the wicked minotaurs have begun a campaign of conquest. Many among the righteous and good have suffered in the Age of Mortals. Solamina's forces are weakened by the war, the elves are in exile, the Kender lands burned to ash and the dwarves in ever conflict with their darker brethren. Decades ago, the Companions saved the world from the brink of ruin. Now once again, heroes must rise and bring balance back to the world. Will you be among them?


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Gabriel follows the trail.

"Be prepared, We have not given them a lot of time, but we could be walking into an ambush none the less."


HP: 96 | AC:20 / Touch: 12 / FF: 16 | Init +4 | Perception +12 | Fort: +9 / Refl: +7 / Will: +4

Grapping some comfortable leather and testing out the weight and sharpness of some of the blades, before shrugging and looking a bit more around until settling for longsword and dagger. Random duelwield time until I get my greatsword back!

Looking at others and shrugging then "Nothing noteworthy for me so these two sticks shall suit me for a while before I get my own stuff back. Not like I am not familiar with other stuff too"


Gabriel touches the door to the room after the mud room and finds two problems. First this door is a transition door between an air filled chamber and a water filled chamber. Secondly he learns that there are a pair of Kho Toa monitors who were holding their action and as soon as the door transitions. In addition there are four Kuo-Toa warriors with Underwater Crossbows who try and fill Gabriel through of bolts. There appears to be another 6 other warriors in the back ranks as well although not possessing any ranged weapons they merely look battle ready with their tridents.

Also there seems to be a different looking creature. A bulky looking Shark-Like humanoid with green scales and bulbus eyes. He also looks like he has armor on. The creature fires a heavy crossbow.

The bolt of lightning does 2d6 ⇒ (5, 3) = 8 damage. Save reflex DC 16 for half.

As for the crossbow bolts:

Bolt 1: 1d20 + 4 ⇒ (6) + 4 = 10
Bolt 2: 1d20 + 4 ⇒ (8) + 4 = 12
Bolt 3: 1d20 + 4 ⇒ (8) + 4 = 12
Bolt 4: 1d20 + 4 ⇒ (6) + 4 = 10
Bolt 5 Heavy: 1d20 + 8 ⇒ (16) + 8 = 24 doing 1d10 ⇒ 1 damage and 1d6 ⇒ 3 electrical damage.

All these attacks were readied and surprise actions. I will try and make a map for this fight tonight.


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M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

before that the Black Robe will use a charge on each person who needs it to cast mage armor on them.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

Initiative: 1d20 + 5 ⇒ (7) + 5 = 12


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9

Initiative 1d20 + 1 ⇒ (3) + 1 = 4


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Initative 1d20 + 2 ⇒ (7) + 2 = 9


HP: 96 | AC:20 / Touch: 12 / FF: 16 | Init +4 | Perception +12 | Fort: +9 / Refl: +7 / Will: +4

Initiative: 1d20 + 4 ⇒ (17) + 4 = 21


Yay mage armor, with that I'm AC 17 so all bolts would miss

Reflex: 1d20 + 7 ⇒ (10) + 7 = 17

Gabriel reports to what is in the next room

"There are many and the room is filled with water. They are prepared for us. Anyone have any tricks for this? I will need what little magic I have as well." Gabriel scrapes away at the mark on his chest as they plan what their actions will be.

Init: 1d20 ⇒ 11


Gabriel lets go of the door and the door hardens back into its previous state. Probably strong enough to prevent any attacks although you get the idea that they're tactically boxing you into the room using their aquatic nature as an advantage.

Master Yap pulls out his scroll case and then takes out a pair of scrolls, "The Great Master Yap has a scroll! It can let all of us breathe water. Also got a scroll that can let you swim like a fish but it only works on one person."


"I'm not sure of their capability. If they are like the guards I can deal with this with you aid Great Master Yap." He thrust the trident forward and turns it in his hands."Combat underwater... I never thought I would experience this. Thrust are the only good tactic as the water slows the blade for cuts. Give me the spell and I along with the watchful eye of Kiri-Jolith will go in and fight our way out."


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

What would the effects of fighting under water with natural swim proficiencies. Don't think acrobatic skills would work here.


You should read the Aquatic Terrain Rules listed here. Suffice to say the enemies you face will have a LOT of advantages in the Water Sections of this area considering they have Swim Speeds and are Aquatic.

http://www.d20pfsrd.com/gamemastering/environment/wilderness/terrain/aquati c-terrain

Master Yap uses the scroll and divides the uses throughout the party. Everyone now has 2 hours of Water Breathing.


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9

Round 1

Alathea casts Bulls Strength on Jor as Gabriel will be more effective if he can swim better as they wade, literally, into combat so Jor will need the extra help.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I am hesitant to use my more powerful magics here, they will be needed against the ysadra and the aboleth/


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

Athola arms herself with her rapier, preparing to follow the others.


HP: 96 | AC:20 / Touch: 12 / FF: 16 | Init +4 | Perception +12 | Fort: +9 / Refl: +7 / Will: +4

Round 1

Jor moves silently after Gabriel, taking deep breath as he tries to hold a bit more back than usually

standard: defensive stance


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Can the fighters take them or do the rest of us need to go in as well?


My plan was to go in by myself with water breathing and a swim speed from yap, but looks like we all are going. Just waiting on the other spell from yap.

Once the mark is scraped from his chest and Yap bolsters him for aquatic combat Gabriel cast Ironskin on himself and taking a defensive stance goes back through the door.

AC: 26 Entering Room


Yap can cast the spell that can give swim speed. He has only one of them though.


Yep, I know. Lets do it.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Does pathfinder have a rule where certain weapons work better underwater like spears and tridents as opposed to great swords and bows or is that a left over from 3.5?


Yes Here Slashing and bludgeoning weapons are -2 to attack and only do half damage.


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9

I take it we are retaining our prior initiative rolls? If so I go last :-)


Ok I've finally got the Map done. Had to use a totally different program to do it and DAM it was hard to make. Anyway here is the map link:

Coral Citadel Junction

Creature Initiatives

Kho Toa Warriors 1d20 + 1 ⇒ (3) + 1 = 4
Kuo-Toa Whip 1 1d20 + 1 ⇒ (2) + 1 = 3
Kuo-Toa Whip 2 1d20 + 1 ⇒ (5) + 1 = 6
Sahuagin Barbarion 1d20 + 1 ⇒ (10) + 1 = 11


Init: 1d20 ⇒ 8

After gaining the ability to swim about from Yap, Gabriel takes a defensive posture and moves back into the room ready to weather the storm of attacks and now able to breath and move about.

AC: 30 Full Defense


Crossbow Bolts: 1d20 + 4 ⇒ (1) + 4 = 5
Crossbow Bolts: 1d20 + 4 ⇒ (18) + 4 = 22
Crossbow Bolts: 1d20 + 4 ⇒ (3) + 4 = 7
Crossbow Bolts: 1d20 + 4 ⇒ (16) + 4 = 20
Crossbow Bolts: 1d20 + 4 ⇒ (3) + 4 = 7
Heavy Crossbow Bolt: 1d20 + 8 ⇒ (11) + 8 = 19
Lightning Bolt: 2d6 ⇒ (5, 1) = 6 save for 1/2

Gabriel steps into the room in full defense and takes a hail of crossbow bolts as once again the creatures have readied their actions to shoot the first thing that comes through the door. The lightning bolt from the Monitors does the full damage though. five Toa then activate their readied actions and charge into combat, surrounding Gabriel and jabbing him with tridents. Two of them get flanks.

Trident 1: 1d20 + 11 ⇒ (7) + 11 = 18
Trident 2: 1d20 + 11 ⇒ (11) + 11 = 22
Trident 3: 1d20 + 11 ⇒ (20) + 11 = 31
Trident 3 Confirm: 1d20 + 11 ⇒ (10) + 11 = 21
Trident 4 flank: 1d20 + 13 ⇒ (4) + 13 = 17
Trident 5 flank: 1d20 + 13 ⇒ (9) + 13 = 22

One of the tridents gets a lucky strike for Trident Damage: 1d8 + 3 ⇒ (7) + 3 = 10 points of damage.


Current HP 69/96 now.


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3

So we let Gabriel become a pin cushion for a while, and storm in if he is is close to being defeated. Athola will stand ready with her rapier.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Our turn?


Whoever has an initiative higher than 11 can go first.


Reflex: 1d20 + 7 ⇒ (2) + 7 = 9 Missed the lightning damage in the above post.

Current HP 63/96

Don't wait on Gabriel for round 1, he full defensed and moved. Because they were readied all the bad guy initiative is now just before mine. So GM it makes this one easy to track as the rest of our party init doesn't matter as it seems they are acting after I moved in. So Round 1 is bad guys>Me>Our Party. So Round 2 will be all bad guys again before I get a go.


Master Yap initiative 1d20 + 3 ⇒ (9) + 3 = 12

On Master Yap's turn he steps forward to the edge of the door and waves his wand shooting a bolt of shadow energy.

Wand Attack: 1d20 + 7 ⇒ (7) + 7 = 14

Wand Damage: 4d6 ⇒ (6, 1, 6, 6) = 19

The wand hits the Kho-Toa, causing its flesh to blacken and it to gurgle in pain. It is badly injured but not dead.

The Toa surrounding Gabriel unleash a flurry of attacks.

1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 7 ⇒ (1) + 7 = 8
1d20 + 7 ⇒ (17) + 7 = 24
1d20 + 7 ⇒ (1) + 7 = 8
1d20 + 9 ⇒ (8) + 9 = 17
1d20 + 9 ⇒ (19) + 9 = 28

Unfortunately they can't cut through the armored protection that Gabriel bears.

As for the other Toa, they load their crossbows and spray bolts through the door. The tough looking fish man moves closer, swimming with striking speed. As for the door it seems to be staying open this time.

1 Bolt goes after Yap.

Crossbow on Yap: 1d20 + 4 ⇒ (17) + 4 = 21

Fortunately with the cover he has that misses barely. Two more bolts go on Jor.

Bolts on Jor: 1d20 + 4 ⇒ (12) + 4 = 16
1d8 ⇒ 4
Bolts on Jor: 1d20 + 4 ⇒ (13) + 4 = 17
1d8 ⇒ 5

Both probably hit because Jor does not have his good armor.

The Monitors shoot a bolt of lightning at Jor for 2d6 ⇒ (1, 5) = 6
damage, save for 1/2.

The other two Toa ready their crossbows to shoot whoever comes through the door.


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9

Round 1

Alathea calls upon Zivilyn to protect her from the threat of these foes before she enters the room, "Zivilin, though our connection is strained hear me, help me!"

Cast Sanctuary on herself.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

5th level (22): Dominate Person, Stirge Swarm,Cone of Cold Suffocate
4th level (21), Dalamar's Lighetning Lance, Bone Shatter, Lesser Globe of Invernability, Ride the Waves
3rd level: Fireball (20), Vampiric Touch, Lightening Bolt (20, Dispel Magic x2, Water Breathing
2nd— (19)Mirror Image, Schorching Ray x2, Spectral Hand, Elemental Dart, Summon Monster II
1st— (18)burning hands (DC 18), chill touch (DC 16), Shocking Grasp, Charm Person (17),
Magic Missile, Protection From Evil, snowball (DC 17)
0 (at will)— acid splash , detect magic , disrupt undead , read magic


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

would he be able to summon a squid in the room or not enough water?


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Things have been nuts at school. We are looking at either having 750 teachers laid off, 4 furlough days or a mixture of both


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9
Terevalis Unctio of House Mysti wrote:
Things have been nuts at school. We are looking at either having 750 teachers laid off, 4 furlough days or a mixture of both

Geez!


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Ya, it is pretty dire


HP: 78/78, Arrows: 3, Arrows silver:5, Arrows cold steel 5, Heroic Surge: 2/3
Terevalis Unctio of House Mysti wrote:
Things have been nuts at school. We are looking at either having 750 teachers laid off, 4 furlough days or a mixture of both

750 teachers!!!! That is like shutting down an institution for good. Hope you all the best in surviving this.

Athola seeing one coming through the doorway, decides to get behind to provide flanking.

Acrobatic: 1d20 + 21 ⇒ (1) + 21 = 22

Rapier attack: 1d20 + 12 ⇒ (12) + 12 = 24
Damage: 1d4 + 5 ⇒ (1) + 5 = 6


Round 2

Gabriel stabs at one of the creatures.

Trident: 1d20 + 15 ⇒ (18) + 15 = 33
Trident: 1d20 + 10 ⇒ (1) + 10 = 11

Damage: 1d8 + 5 ⇒ (4) + 5 = 9

Current AC: 26


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

I am going to assume that there is not enough water then.


There is PLENTY of water. The entire next chamber is full of water so you certainly can summon a squid in there if you wish and have the power to do so.

Gabriel wounds one of the Toa with the trident although its a flimsy weapon compared to what he's had before and rather akward to use while surrounded by water.

As for Athola, assuming she's going for a flank she dives through the door and gets behind a Toa and successfully stabs it in the back with a rapier. This will do sneak attack damage which I believe is 5d6 at this level as well as normal damage

Sneak Attack Damage: 5d6 ⇒ (3, 4, 5, 5, 5) = 22

With an attack the creature was not expecting the blade pierces through the Toa's chest and kills him outright with strike to the heart.


Round 3

Yap on his turn utters a spell and a blast of force missiles shoot from his hand as he cackles madly. The nearly dead Toa takes 4d4 + 4 ⇒ (1, 2, 4, 3) + 4 = 14 force damage and is slain by the attack.

On the Sahuagin Barbarion's turn, he rushes forward and attempts to claw Athola.

Claw Attack: 1d20 + 13 + 2 ⇒ (7) + 13 + 2 = 22

This does 1d4 + 6 ⇒ (2) + 6 = 8 damage

The Whips and Toa go after the PC's so declare your actions.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

The Black Robe will begin to chant and summon a fiendish giant squid.

Is that his Round 1 action?


I assume it is, thus it will appear on his turn on round 2. I don't think he can summon a Giant Squid yet. Giant Squid is a 7th level Monster Summoning. Best things he can summon in water with a 5th level summon is a Merrow or a Large Water Elemental with summon monster 5. As for Summon Monster 2 you can only summon a Fiendish Octopus


Female Human Cleric 9 | HP = 61/71 - AC=23 - Channel 0/9 - Tear 11/20 - Hero Points 1/1 - Fort +9, Ref +4, Will +13 - Ini +1 - Per +14 Cleric 9

Round 2

Alathea will enter the room armored with her faith as a target to take pressure away from her other allies. Can't do much with no weapon or armor!

Round 3

Seeing that Jor has taken a few hits, she will heal those wounds. "Zivilyn, fill this warrior with you holy light".

CLW 1d8 + 5 ⇒ (8) + 5 = 13


HP: 96 | AC:20 / Touch: 12 / FF: 16 | Init +4 | Perception +12 | Fort: +9 / Refl: +7 / Will: +4

Reflex Save: 1d20 + 5 ⇒ (13) + 5 = 18

taking 12 dmg

Round 2
Annoyed by the bolts and sudden buzzing of lighting causing his hair stand up, Jor begins to slash around with his sword and dagger

Longsword Attack 1: 1d20 + 14 - 4 ⇒ (14) + 14 - 4 = 24
Dagger Attack 1: 1d20 + 14 - 8 ⇒ (3) + 14 - 8 = 9

Longsword Damage 1: 1d8 + 5 ⇒ (7) + 5 = 12
Dagger Damage 1: 1d4 + 5 ⇒ (4) + 5 = 9

Longsword Attack 2: 1d20 + 9 - 4 ⇒ (16) + 9 - 4 = 21
Dagger Attack 2: 1d20 + 9 - 8 ⇒ (1) + 9 - 8 = 2

Longsword Damage 2: 1d8 + 5 ⇒ (8) + 5 = 13
Dagger Damage 2: 1d4 + 5 ⇒ (4) + 5 = 9

Round 3
Continueing his slashing and twirling next to his enemies, Jor tries to keep advantage on with sheer number of attacks

Longsword Attack 1: 1d20 + 14 - 4 ⇒ (1) + 14 - 4 = 11
Dagger Attack 1: 1d20 + 14 - 8 ⇒ (1) + 14 - 8 = 7

Longsword Damage 1: 1d8 + 5 ⇒ (3) + 5 = 8
Dagger Damage 1: 1d4 + 5 ⇒ (3) + 5 = 8

Longsword Attack 2: 1d20 + 9 - 4 ⇒ (7) + 9 - 4 = 12
Dagger Attack 2: 1d20 + 9 - 8 ⇒ (19) + 9 - 8 = 20
Crit Dagger Attack 2: 1d20 + 9 - 8 + 5 ⇒ (3) + 9 - 8 + 5 = 9

Longsword Damage 2: 1d8 + 5 ⇒ (1) + 5 = 6
Dagger Damage 2: 1d4 + 5 ⇒ (4) + 5 = 9
Crit Dagger Damage 2: 1d4 + 5 ⇒ (4) + 5 = 9


I don't think Jor has Improved Two Weapon Fighting. This means he only gets one attack with his dagger a round. Secondly, he would not have been in position on round 2 to full attack, meaning only the long sword hit in round 2. Remember the Longsword is a slashing weapon so in the water filled area, it does 1/2 damage and a -2 to hit.

In Round 2 Jor hits with one sword attack for 6 damage, wounding a Toa.

In Round 3 he swings twice with his sword and once with his dagger. Unfortunately the Longsword and Dagger attacks fail to hit. Attacking in water is pretty difficult.

Remember folks the central area is full of water. The Brown areas are Air Filled while the Tiled Areas are water filled. Currently the Toa are sticking to the water area where they have an advantage due to being aquatic.


M Silvanesti Elf Wizard (Necromancer) 6/5 Renegade Hunter Int +2 AC 22, touch 22, flat-footed 10 (+2 Dex) hp 44 (9d6+9) Fort +5, Ref +6, Will +7; +2 vs. enchantments Defensive Abilities resistance; Immune sleep;

Round 2 and 3
The Black Robe will use his wand of magic missles on the kuo-toa attacking the cleric
Round 2
5d4 + 5 ⇒ (3, 4, 1, 2, 4) + 5 = 19

Round 3
5d4 + 5 ⇒ (4, 4, 4, 4, 4) + 5 = 25

Squid
Round 2
Attack kuo tou next to him
1d20 + 2 ⇒ (15) + 2 = 17 tentacles
1d20 + 4 ⇒ (2) + 4 = 6 bite

damage from tentacles 1d4 + 1 ⇒ (4) + 1 = 5
attempt to grab 1d20 + 8 ⇒ (2) + 8 = 10

Round 3 attacking the same one
1d20 + 2 ⇒ (17) + 2 = 19tentacles
1d20 + 4 ⇒ (14) + 4 = 18 bite
damage 1d4 + 1 ⇒ (2) + 1 = 3 tentacles
damage 1d3 + 2 ⇒ (3) + 2 = 5 bite
Grapple 1d20 + 8 ⇒ (20) + 8 = 28

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