Giants of Autumn Twilight (Inactive)

Game Master Jubal Breakbottle

* NORTH OF THE SOUTH FORK OF THE RIVER ESK - 10:15, DAY 16
* Roll20 map


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Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Cool, I've had DMs rule both ways. I still had time to edit the gameplay post to reflect your ruling.


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Have we heard from Kel?


* Saltmarsh *

Yes, I can bot Beltzer toward the Killin' Ground. When will he return?

Please put the all OOC posts in Discussion.

cheers


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Sorry, I put it there because it was saying Beltzer's action.


* Saltmarsh *

No worries. It's just a reminder.

cheers


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Which one is the killing ground?


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

The small building southwest labeled 15. Beltzer is near it.


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

Back now, I'm fine with Arlan's suggestion of the double move. So we'll go with that.


Male Human (Ulfen) Transmuter 6 | HP 48/48 | Augment 7/7 | 1st 5/5, 2nd 5/5, 3rd 4/4
Stats:
AC 14, Touch 12, FF 12, CMD 15 | Fort +4, Ref +4, Will +6 | Init +2 | Perception +9

Done, Nerak did as I said. Reload and moved.


* Saltmarsh *

I'm going to post a Gameplay summary in a few hours.

Keltza's a bit MIA. If you have RL challenges, please check in and give us time frames for your next update. I can DMPC just fine.

cheers


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Keltza's possibly still dealing with this:

Keltza Proditor wrote:
I am sorry I have not been on. It has been a mix of final exams and my laptop charger decidin to die on me. On a phone now, but I haven't had a laptop since Monday afternoon.

As for me, one more day of finals (administering, not taking them, lol) tomorrow and I'm done for the summer!


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

It feels good doesn't it. My kids left on Friday.

And, concerning the game itself . . . Aiieee! More orcs than I was expecting.

DM, how tall is the tower?


* Saltmarsh *

Towers are 30 feet tall with crenelated battlements, a ground floor, second floor, and the top.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)
Mohs Freidricson wrote:

It feels good doesn't it. My kids left on Friday.

And, concerning the game itself . . . Aiieee! More orcs than I was expecting.

DM, how tall is the tower?

Sure does!

Mohs, I'll type up some of this IC in the gameplay thread, but figured we could hash out some tactics OOC first.

Do you have any acid clouds left? If you back up 5 ft, acid cloud the 4 bottom ones (2x2 square) and move action pickup the tower key (I can lift my foot and let you grab it).

Then I can likely kill the lower left one (Blue), 5ft move up, and move action hold the door. Let them stew in the acid for a while, then fight them one at a time.

What do you think?


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Acid will last only one turn.

I'll go one better. I will drop a grease spell toppling them over, giving you some aoo as the try to get up. Next round acid as they flail around and you can bat clean-up. Rest looks good. I'll grab the key in my free hand (assuming you don't mind a little butter on it from the material component)

Let me post first, so you can get the bonus from prone opponents.

Let me know, and I'll go for it. I've got the post ready to send.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

That sounds good and allows you to get clear first. Go for it!


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Posted. Only one orc fell. . . In your post, tell Mohs to grab the key, and I'll use his last move to get it.


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

DM, recalling a spell with the pearl of power. What kind of action do you require? Is it a free action, and I can cast the newly prepared spell the same round, or is it a standard to recall, then cast the next round?

Thanks in advance.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

I felt I had to add in a bit of drunken stumbling since I can't draw a straight line to save my ass using a trackpad >.<


* Saltmarsh *
Mohs Freidricson wrote:
DM, recalling a spell with the pearl of power. What kind of action do you require? Is it a free action, and I can cast the newly prepared spell the same round, or is it a standard to recall, then cast the next round?

A free action, so you can cast the newly prepared spell the same round


Female Half-Orc Life Oracle 3 | HP 36/36 | 1st 5/6 | Channeling 4/5 | Hero Points 3/3
Stats:
AC 18, Touch 12, FlatFoot 16, CMD 15 | Fort +3, Ref +3, Will +2| Init +2 | Perception -1, Darkvision 60 ft

Alright. I am terribly sorry for the inconvenience here. I am currently on my friend's iPad. Here is a small update. My laptop is actually a lot worse off than I believed it to be. As in I need a new one. Like, completely. On the bright side, I keep all my files on a flash drive (yay!) but on the down side, I don't know when I will get a new one. That being said, it is totally understandable if you need to boot me. I will try my best to get one posthaste, but as of right now, a phone is the limit to what I have and I cannot check roll20 on it.

I hope to be able to return soon and do appreciate you DMPCing me for the moment, but also understand that is simply additional work for you.


* Saltmarsh *

I won't boot you for RL issues. On the other hand, I don't want the game to wait for you. I need to know when to bot you and when to wait. And if I bot you, it would be great if you would provide some guidance on future actions.

Varin has done a good job keeping us informed of his technical issues away from the map and traveling, so use that as an example.

cheers


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Arlan, how do you want to handle this. We have a spell caster. I can potentially shut him down on a round by round basis, including turning the rage song off (Daze spell). Alternatively, I can ready an acid splash to damage him if he casts, forcing a concentration check. Can you handle the mundane orcs quickly, then we can hit the spell caster together?

What do you think?

I hope Kel wakes up soon, we could likely use the back-up, even if it's just a healbot.


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

Hey Wulfrun, how do you want to play this? I have a charge to the red doG. What are you thinking?


* Saltmarsh *
Mohs Freidricson wrote:
I hope Kel wakes up soon, we could likely use the back-up, even if it's just a healbot.

Kel is DMPC awake. The only thing useful she could have done, as per past actions, is to Intimidate one of the three stooges. I didn't think that it would matter so didn't go through the work. She will heal if you two ever get damaged. I'm keeping her with you two, because the other 5 PCs went toward the other encounter.

Feel free to coordinate on Roll20 if you can schedule it, too.

cheers


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

DM Jubal, AoOs go off before the triggering action. So even though the grease prevented them from moving, when they declare a move action I believe I get to stab with my AoO before they move (or, in this case, attempt to move and fail).

Do you agree? I just need to know if I hit one before I take my turn.

Mohs, maybe you can occupy the caster with Daze while I try to kill one or more orcs. Then next turn I can try to go up and engage him while you deal with the last orc. Is that good? Either way I'm fighting some mooks this turn.


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

I'll wait until you get a response from the DM and post. Then, I'll move and daze.


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

DM, are you open to suggestions for Kel? A murderous command on the purple orc would be great.


Male Dwarf, Warpriest | HP 70/70 | Fervor 6/6 | Blessings 6/6 | AC 22, T10, FF 22, CMD 19/18 | Fort +7, Ref +3, Will +8 | Init +1 | Perception +13*, Darkvision 60 ft

I think the dogs should be handled by the long legged people, the orc has shown me interest and I think I should give him my focus.


Human Male / Titan Fighter / Level 7 / HP [87/87] Hero Points [1]
Stats:
AC 20, AC+S (24), Touch 11, Flatfooted 19(23) / CMD 19 / Fort: +6, Ref: +2, Will: +1 (+2 Vrs Fear) / Init +5 / Perception +0, Survival +7

Perfect. Sounds good to me.


Half orc, Shaman | HP 58/58 | Channel 4/4 | Ancestor's Council 7/7 | 1st 4/4 | 2nd 4/4 | 3rd 3/3 | AC 16, Touch 9, FlatFoot 16, CMD 12 | Fort +6, Ref +4, Will +12 | Init +9 | Perception +10, Darkvision 60 feet |
H.hex:

I just realised a mistake in my last post. It should say 2 rounds of fatigue remaining as I'm currently not raging.


* Saltmarsh *
Arlan Ward wrote:

DM Jubal, AoOs go off before the triggering action. So even though the grease prevented them from moving, when they declare a move action I believe I get to stab with my AoO before they move (or, in this case, attempt to move and fail).

Do you agree? I just need to know if I hit one before I take my turn.

Yes, you are correct. However, 5-ft steps don't trigger AOOs. Red orc was going to 5-ft step out of the Grease avoiding the AOO. You specifically said that you didn't want to AOO green orc. So there weren't any other AOOs.

I play humonoid monsters with self-preservation and knowledge of game mechanics. He knows you have a spear and can AOO him. He chooses not to throw himself in front of that pointy train. On the other hand, an animal (e.g. a boar) would throw itself on your spear.

If you want, you can AOO the green orc who failed to stand up.

cheers


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

That makes sense to me. I just thought that because the grease makes you move half speed, 5 ft steps aren't allowed. I won't AoO the green, because I said I wouldn't.

Is it ok if Keltza uses Murderous Command on the purple guy? Either way it wont affect my turn.


* Saltmarsh *
Arlan Ward wrote:

That makes sense to me. I just thought that because the grease makes you move half speed, 5 ft steps aren't allowed. I won't AoO the green, because I said I wouldn't.

Is it ok if Keltza uses Murderous Command on the purple guy? Either way it wont affect my turn.

It's only half speed inside Grease. Movement is defined by your next square not your current one. At least, that's how I've always played.

Sure, Keltza can Murderous Command next round unless Keltza posts her own action. Feel free to suggest here actions.

cheers


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

I've used it in PFS without any complaints so far, but I understand your point.

I look at it as holding the spear but not wielding it (planting the butt in the ground but not wielding it as a weapon). I won't type it anymore (saves me time for my posts, hehe) but do you mind if i write it up occasionally IC solely for flavor purposes? Once in awhile I'd like to punch instead of kicking and headbutting, you know?

Mohs, what are you thinking for this round?


* Saltmarsh *

flavor to taste

EDIT There was a ruling post about releasing a two-handed weapon, casting a spell, then regripping the weapon. I've never played that way and am uncomfortable with it. However, after some research I find that that James Jacob says it's OK, so nevermind. Nothing to see here. Move along. Move along.

cheers


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

I say we repeat what worked. Try another daze to keep the spellcaster busy, and you clean up purple. I see your acrobatics has a +8 to jump. Do you think you can leap over the grease to get him? (you might get an aoo from red before he finally falls.)

I think Kel can hold back now and hold her spells for the next batch of orcs. (we know there will be more.)


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Ok, but we can have her demoralize whichever one I don't attack.


* Saltmarsh *
Mohs Freidricson wrote:
I say we repeat what worked. Try another daze to keep the spellcaster busy, and you clean up purple. I see your acrobatics has a +8 to jump. Do you think you can leap over the grease to get him? (you might get an aoo from red before he finally falls.)

FYI After a creature has been dazed by this spell, it is immune to the effects of this spell for 1 minute.


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

I missed that! Sorry.

Damn, I've been doing that wrong for a while.

Back up plan then. I'll ready an action to acid splash him if he begins a spell.


Female Half-Orc Life Oracle 3 | HP 36/36 | 1st 5/6 | Channeling 4/5 | Hero Points 3/3
Stats:
AC 18, Touch 12, FlatFoot 16, CMD 15 | Fort +3, Ref +3, Will +2| Init +2 | Perception -1, Darkvision 60 ft

Hello. Okay so, I got another chance with the iPad, though still no computer, though I AM looking for replacements. I suppose I should post some tactics for Kel.

Assuming her allies are injured (at least two or more with at least 25% health) she will use her channeling to heal them. She saves the CLW spell for emergencies.

During combat she attempts to stay within a 30 ft. Radius of as many of her allies as possible just in case she needs to channel, preferably behind her tankier allies to avoid getting hit.

Assuming there is one Enemy, she attempts to demoralize them.

If there are two or more, she will cast murderous command on the one who looks like they have the most HP.

If an enemy is in a position where a command spell ordering the enemy to approach will likely lead to pain (such as through a fire or off a building) then she will cast that instead.

I will try to keep you updated.


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

I've changed my mind, I'm going with the cloud. I want some guaranteed damage in case the spellcaster can turn our friendly Cuisinart against me.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Gah, I thought I posted this question hours ago and my computer must've messed up.

Mohs, is your cloud still there until the Skald's turn?


* Saltmarsh *
Arlan Ward wrote:

Gah, I thought I posted this question hours ago and my computer must've messed up.

Mohs, is your cloud still there until the Skald's turn?

Effectively yes. If you want, you can delay to right after Mohs for the cloud to dissipate.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

If I do that, will the orcs get another turn before me?


* Saltmarsh *
Arlan Ward wrote:
If I do that, will the orcs get another turn before me?

No. With the initiative blocks, the bad guys are all going at the same time. Arlan is effectively delaying to the very end of the PC initiative block.

cheers


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

Ok, sounds good.

Hey Beltzer:

Saw this in another thread


Dwarven wizard(earth elementalist) | HP 33/33 | Acid Cloud 1/6, Bonded Object 0/1 Hero Points 3
Stats:
AC 12(16), Touch 11(15), FlatFoot 11, CMD 12(18) | Fort +4(7), Ref +2(5), Will +6(9) | Init +1 | Perception +5, Darkvision 60 ft
Spells Prepared:
1st - Expeditious Excavation, Grease, Hydraulic Push, Obscuring Mist; 2nd - Create Pit, Stone Call, Web

Hey guys, We appreciate the help, but I think Arlan and I have about cleaned this one up. With a little help from Kel, we're good - unless you disagree Arlan.

You are leaving Wulfrum alone to enter a new building. Let us finish up here and we'll join you.


stats:
HP: (76/76), Hero points (3/3), Rage rounds (8/8), Strength Mutagen (1/1), AC 21 (FF 19, Touch 12) CMD 22, FS +9, RS +6, WS +4 (+2 vs enchantment, +2 additional when raging), Initiative: +2 Perception: +11 (Low-Light Vision)

I agree, we don't know what awaits us in the Killing Ground. There might be a swarm of orcs in there. Me and Mohs have the tower fine.

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