First Steps

Game Master CRobledo

In your first mission as a Pathfinder agent, the head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps,thieves, and even an unruly devil, all in the pursuit of knowledge.


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Harper slices a Kobold, dropping it, but Xavier misses.

Vermin, the Kobolds don't seem to be able to understand you at all. They keep chanting, almost ritualistically: "Karutz dis faroo spakspak!"

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Attacks H4.

1d20 + 5 ⇒ (3) + 5 = 8
1d8 + 4 ⇒ (6) + 4 = 10

Seems he is not used to fighting smaller foes and his blows are consistently high.

Grand Lodge

Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)

Fung rolls over the table, landing in H4 with a stepping front kick to the little lizardman's chest! Storm rolls across the hills!

Acrobatics: 1d20 + 5 ⇒ (20) + 5 = 25

Attack: 1d20 + 2 + 1 ⇒ (17) + 2 + 1 = 20

Damage: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21

EDIT:

Disregard Damage! Damage should be 1d6 + 3 + 1 ⇒ (6) + 3 + 1 = 10

Liberty's Edge

AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1

*Cheers for Fung*

Grand Lodge

Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)

Thanks buddy, you are like the Southern Sand Storms yourself! Fung laughs!

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin looks sad as the last Kobold drops. They were just little lizard guys. he pouts.

Liberty's Edge

AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1

Little Evil Lizards


BTW, you are still not out of initiative. I think its Griff next

The last kobold drops to the ground after Fung's attack.

Grand Lodge

Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)

Vermin, I can take a look and try to make sure that they'll pull through. They won't wake up in time to hassle us again, but I guess we were kind of horning in on their territory. Fung pulls out a rather large pouch, simultaneously indicating the nook in the NE corner, Harper, Xavier, you guys might want to check out the statue I saw over there. Looks like maybe it's important.

If Vermin gives the ok, Fung begins to administer some aid on the little monsters, stabilizing them. Take 10 on Heal checks to stabilize, since we aren't threatened. See if any are beyond my ability to help.

EDIT: Oh, is there still a threat in the room?

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

Griff will delay for now. He doesn't see any danger and really doesn't feel like helping the little lizardfolk right now.


Stabilizing kobolds is one thing, but still something else that should be done in order

Next round is:
Harper
Vermin
Xavier
Luccinus
Fung

On delay:
Griff

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

So all the Kobolds are down now?


Luccinus de Concorezio wrote:
So all the Kobolds are down now?

Yes

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Luccinus regards the bodies around him and then his morning star... clearly a bit disappointed. He makes several slow experimental swings and then helps the others search the room and statue.

Aid Another Perception 1d20 + 3 ⇒ (13) + 3 = 16

Liberty's Edge

AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1

*I double move towards the well (I am guessing near the statue?) with my scimitar at ready*


Harper, you moved to F4 with a single move. From there you can see the hallway in the back. Updated the map. For your second move action, can you let me know the path you want to take?

Harper:
You see a big hulking stone statue on the hall to the left of where you are. It looks similar in Kelish construction as the two you have already seen. This one depicts some kind of what looks to be a devil or dog-faced man

Liberty's Edge

AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1

Up to F3 & then straight left (E3-C3). Stopping at C3.

Perception: 1d20 + 6 ⇒ (17) + 6 = 23

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

The new map does not show my last move. Vermin should be in F1. And with his darkvision he should be able to see the entire room.

After Harper moves in Vermin follows but on the other wall. Likely a single move to the far wall What does he see?

Perception: 1d20 + 8 ⇒ (13) + 8 = 21


Vermin and Harper move in, and Vermin gets close enough to the well to take a look. The well is old, but not in extremely poor conditions. You notice a breeze coming up from the well that breaks into the stuffy air in the room.

GM roll:

1d20 + 17 ⇒ (18) + 17 = 35

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin should have a standard left. He will search the well.

Feeling the breeze coming from the well, Vermin is drawn over to it and looks into it.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21


Vermin:
Looks like a well. You can notice hints of light at the bottom. Might be a secret entrance to get in and out of the keep through the back. Small creatures can fit easily. Medium would be a very tight squeeze.


After Vermin's turn, A small creature jumps from the statue out into D1, and casts a spell.

Spellcraft 16:

Color spray

From the creature's hands a wave of sparkling colors fly out towards Vermin and Harper. cone originating at the wall, between C1 and D1, extending down and left.

GM rolls:

unc, blind, stun 2d4 ⇒ (4, 2) = 6
blind, stun 1d4 ⇒ 4

Vermin's Will save: 1d20 + 4 ⇒ (16) + 4 = 20
Harper's Will save: 1d20 + 3 ⇒ (10) + 3 = 13

Harper and Vermin both feel a bit woozy for a fraction of a second, but their mettle lets them stay conscious and fight on!

The creature looks humanoid, and half it's skin is currently changing colors. The extremities are the same color of the statue's stone, while his torso and heads are starting to turn a hue of blue. On his belt, you see a katana slung in its scabbard.


Xavier, Lucc, Fung, unless Griff wants to come off delay

Dark Archive

Init +2 (+6)|AC12/Touch11/Flatfoot11/CMD 10|HP 8/[8]|Fort:+1 ;Ref:+1 ;Wil+3|Percept +1/Sense Motive +8 Human Chellish Male Wizard/1 Egorian Academy Infernal Binder

Luccinus moves to H1

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

If I can hear what's going on, I'll take out my crossbow and move to F4 (or G5 if I can't move there).

Also, do I get this check from hearing the spell?
Spellcraft: 1d20 + 4 ⇒ (18) + 4 = 22


yeah, you can Spellcraft verbal components. Griff comes into initiative, so Xavier->Lucc->Fung next

Liberty's Edge

AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1

Woah! What was that?! We have a live one over here guys!

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

Take it down quickly and try not to bunch together. With that spell, it can take us all at once if we let it.

Shadow Lodge

Male Human AC14/Touch11/Flatfoot13/CMD 14 || HP 14 || Init +5 || Perception +0; Sense Motive +5 || Fort:+4; Ref:+1; Will+2

Xavier hurries forward and sees the creature. Hearing Griff's warning he doesn't hesitate, casting a color spray of his own.

Move to F2, cast Color spray on corner of E and F2 - should mostly hit the wall, but will hit the creature and avoid my peers.

Grand Lodge

Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)

Can I 5 foot step into E2, or do I need to take 10' of movement?


Will save: 1d20 + 4 ⇒ (19) + 4 = 23

The creature doesn't seem fazed by Xavier's spell.
Spellcraft:1d20 + 9 ⇒ (13) + 9 = 22

"Hss, you can use my trickses too..."

Kelish:
"Stupid human *bleeeeep*"

Fung, sure. The first diagonal you move in a turn is always 5'

Luccinus moves to H1. (assuming he readies an attack if it goes by him?)

Map updated

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Vermin looks pleased at all the pretty lights. Ohhh, pretty. He intones, maybe not understanding that he has been attacked.

Grand Lodge

Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)

Fung, scoots up, sliding his feet close to the ground (taking his 5' step into E20), then rolls his arms like a windmill, Dust devil spins and thrusts.

Flurry of Blows:

Attack 1: 1d20 + 1 ⇒ (14) + 1 = 15 If banner still active, add 1.

Damage 1: 1d6 + 3 ⇒ (5) + 3 = 8 see above

Attack 2: 1d20 + 1 ⇒ (3) + 1 = 4 see above

Damage 2: 1d6 + 3 ⇒ (3) + 3 = 6 see above

Liberty's Edge

AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1

Banner is always active!!


The creature takes the first of Fung's attacks, but is able to dodge the second.

Next round is:
Harper
Vermin
BBEG
Griff
Xavier
Luccinus
Fung

Grand Lodge

Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)

Nice! Luccinus, maybe you'll be able to hit this time! ^_^ If the others don't paste him this round! :p


fung:

Fung Xi wrote:
Nice! Luccinus, maybe you'll be able to hit this time! ^_^

Since you did not specify, I assumed you were dealing lethal damage.

Grand Lodge

Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)

GM Nel:
Oh yeah, since non-lethal and lethal are tracked separately, it makes sense to drop this threat quickly. As long as we don't kill him outright, I will still be able to do a Heal check if necessary. Generally, if it's a non-monstrous opponent, I will use non-lethal, especially if it is a one-on-one affair.

Liberty's Edge

AC19/Touch15/Flatfoot15(19)/CMD 13||HP 11/[11]|Init +6|Fort:+3 ;Ref:+7 ;Wil+3|Percept +6/Sense Motive +4 Male Halfling / Dawnflower Dervish Bard of Sarenrae/1

Harper moves to D2 to allow Vermy access (though for a minute thought about blocking the big guy for the sake of humor) and attacks in a twirling arc:

1d20 + 9 ⇒ (8) + 9 = 17

1d20 + 7 ⇒ (4) + 7 = 11


As Harper moves in front of the statue, the creature looks at him and grins. "Fisshae!" he says in a loud voice.

At that time the statue's mouth lights on fire, and a ball of fire goes hurling towards Harper.

Harper Reflex save (DC13 for half): 1d20 + 7 ⇒ (17) + 7 = 24
Damage: 1d4 ⇒ 3 (take 1)

Harper avoids most of the fire, getting barely singed in the hair near his ears! With ire, he strikes the creature with the scimitar and manages to land a deep cut on its chest.

The creature, now cornered and outnumbered, having failed to knock them unconscious with his spell, throws up his arms into the air.

"WAIT Fledzer surrenders to the intruders! No harm me any longer!"

Grand Lodge

Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)

Good, then. See if you boys can get some information from him. I'll tend to his friends. Fung returns to the nearest kobold and begins to stabilize him/her.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

With the blast of fire Vermin's mood swiftly changes. He 5 foot steps close to the creature, obviously angred that it did something to burn his halfling friend. You attacked us! He bellows.

To help with the intimidation Vermin uses a swift action to enlarge, taking up all of B1, B2, C1, C2, and likely squeezing some around the statue. By all rights I should kill you where you stand.

Previously large for his species, Vermin now towers over 10' tall and holds an oaken staff the size of a small tree. I will give you one, and only one chance to comply! Drop all you carry now, tells us who, and what you are, and why you are here. If you do not I will cave in your puny skull.

Intimidate: 1d20 + 0 ⇒ (20) + 0 = 20

You can consider Vermin ready to attack if the creature does anything other than as instructed.

Ohh, A nat 20. I love it when it comes together. :)


The creature, now cowering in fear, slowly drops the katana to the floor. From a small pack attached to the back of his belt, he pulls out a dagger, two potions and a spellbook. He then stands back up with his hands up.

"I am Fledzer. I, uh, rule these kobolds I guess. I tricked them you see, to think I am a god of fire by using the statue over there. I asked them little creatures to offer me tribute. They gave me these potions and the long green curvy dagger there. I will comply with your adventurer's wishes. Let me go, I'll leave this castle thing!"


Vermin* wrote:
[dice=Intimidate]1d20+0

You forgot +4 for size difference.

PFS PRD wrote:

Intimidate

(Cha)
Special: You also gain a +4 bonus on Intimidate checks if you are larger than your target and a –4 penalty on Intimidate checks if you are smaller than your target.

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Sweet. Gives me an in game reason to use the enlarge outside of being a cool effect. I was hoping for a circumstance bonus. Nice to know I get an actual bonus. :)

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

Griff will stay where he is, eyeing Vermin while he investigates. He's somewhat frightened of Vermin in his current state (and incredibly intimidating presence).

Since we KNOW it's going to happen, might as well get the rolls out of the way.

Potions:
Spellcraft: 1d20 + 4 ⇒ (6) + 4 = 10
Spellcraft: 1d20 + 4 ⇒ (19) + 4 = 23

Sczarni

Male Half Orc Druid (Saurian Shaman) 10HP: 83/83 ||AC: 25(30): t12, ff: 24(28), CMD 26/28 vs overrun || Fort: +13 (15), Ref: +10(12), Will: +14(16),+4 vs. SL and SN Fey abilities/effects that work on plants. Init: +3 Perception: +23/25 vs traps and secret doors

Seeing that the creature is complying, after a few seconds Vermin returns to his normal, still pretty large self and gathers the weapons from the ground. Holding the green curvy blade up for all to see he comment. I believe we have found the jade katana the Lady Li wishes returned.

Addressing the creature, but in a calmer and more normal voice he asks I saw you skin changing colors. what manner of creature are you, and how long have you been here? Then Vermin seems to recall something and looks worried. You are not of the undead are you?

Grand Lodge

Male Human (Tian Shu) PFS #38303-2 monk of the Four Winds 6 (hp 46/46 | AC 21, touch 19, FF 17 | Per +12 | Fort +8 | Ref +8 | Will +9 | CMB +9 | CMD 24 | Spd 50' | Init +6)

Whoa, scary there Verm!

Grand Lodge

Human Oracle (Life) 18 | HP 174/174 | AC 34*^ | T 16^ | FF 30* | CMD 24^ | F +30# | R +26^# | W +29# | +4 vs. disease/poison and roll twice | Init +0 | Perc -5 | Sense Motive +0 | Channel 12/14 | Combat Healer 4/4 | Mnemonic Vestment 1/1 | Spells: Spells: Level 1: 8/9, Level 2: 8/9, Level 3: 3/9, Level 4: 4/8, Level 5: 7/8, Level 6: 5/8, Level 7: 6/7, Level 8: 3/6, Level 9: 1/4 | Reroll 1/1 | Active Spells: Air Walk, Ant Haul, Bestow Grace(#), Blessing of Fervor, Contingency (Breath of Life), Freedom of Movement, Haste(^), Heroes' Feast, Magic Vestment (x2)*, Invisibility + Mind Blank

To just know whether or not he's undead:

Knowledge (Religion): 1d20 + 4 ⇒ (7) + 4 = 11


It would be knowledge (local) for him

"No, not undead! I am alive and why I am asking you not to kill me! My kind all change skin color, yes. To survive. I found the kobolds months ago. I followed them up the well. They attacked me and that's when I saw the statue. Statues here... Do things when you know the magic words, yes? I happen to know these words. I use it to scare kobolds. They think I can speak to the "fire god statue". The word I used earlier, 'Fisshae', means 'fire'.

At that same time, the statue bellows out again.
Harper's reflex save: 1d20 + 7 ⇒ (10) + 7 = 17
Dmg 1d4 ⇒ 4 fire (Harper takes 2 more)

"Oops! So sorry! I did not mean that! Sorry sorry

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