GM Endless Forms' PFS 05-24 Assault on the Wound (Inactive)

Game Master Mike Tuholski

A 3-7 PFS scenario played at the 3-4 subtier. Combat Map!

Handout 1: Turn in Brief
Handout 2: Tactics
Handout 3: Abilities
Handout 4: Abilities (continued)
Armies of the Open Road
Unique Armies
Army Boons


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The Flaxseed Pathfinder Lodge

The dretches give one final push against Vitor! Aggressive strategy, relentless brutality tactics (-6 DV, +6 OM)
OM: 1d20 + 7 + 6 ⇒ (10) + 7 + 6 = 23

They are then quickly obliterated from the battlefield by Vitor's, Grundar's and Ruprecht's forces!

Yay! That means we're done with the Mass Combat portion. Unfortunately there's still more to do but it should go quicker now. And you get to use your own characters again!


The Flaxseed Pathfinder Lodge

The Mendevian crusaders honor their commanders’ valor and present you with a knight’s pennon of honor as a token of esteem.

Following your defeat of your enemies in the Wolfcrags, you have a brief reprieve as the greater forces of the Army of the Open Road regroup and forge ahead. As the armies of the Society make camp and begin the long task of scouring the hills for the path to Jormurdun, Ollysta Zadrian, paladin of Sarenrae and leader of the Silver Crusade faction, approaches you and brings you news from the front.

Still painted in dried blood and dirt from the battlefield, Ollysta Zadrian produces a map of the immediate region with lines leading through the hills.

“Friends, Marcos Farabellus has begun the final push against the armies of Tancred and Thurl. Thanks to your efforts in breaking the demonic armies, Farabellus is intent on crushing the remaining forces of the traitor, which are hidden somewhere in the Wolfcrags. Complicating matters is the demon army’s warlord—a half-fiend named Brae-Hagen—who has retreated into a secure bunker where he oversees his remaining forces.”

“The warmaster sent me to inform you of the location of the bunker, an ominous structure built on the side of a cliff. While most of Brae-Hagen’s forces are engaged by the Army of the Open Road, you will slip in through a series of passages in the hills that lead to the entrance of the bunker. There could be some defenders left, but intelligence reports the demonic warlord runs a fairly lean command center.”

Any questions or ready to move on?

Sovereign Court

AC18/T13/FF15/CMD17||HP20[25]F:+4|R:+4|W:+2|Perc.+3|Init.+3 Human Fighter (Aldori Swordlord) 3

Vitor paces the room, hands behind his back as he listens to briefing. Pausing he pulls his blade from its scabbard and he holds it out, looking down its edge. "I'm ready to go...."

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Standing at the front, back turned slightly to Mu, Shu gives a curt nod. "Probably need some cold iron, but other than that, the Great Shu is ready!"

Grand Lodge

Monk 5

First scowling at Shu, Mu then squints his black eye at the paladin, "Rlet' s go..."

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

Your journey to Brae-Hagen’s command bunker takes the better part of a day, as you negotiate the winding paths through the Wolfcrags. The massed combats taking place throughout the region protect you from wandering demons or local wildlife; everything in the region is already fighting or has retreated to wait out the Society’s advance. As you reach the top of the cliff, Marcos Farabellus and Ollysta Zadrian lead the Army of the Open Road in the final push against the demonic armies, hoping to draw their enemies’ attention and buy you an opportunity to approach the bunker unchallenged.

A winding path in the hills leads up to the top of a great canyon. Ahead, two steely arches sweep back from the edge of the cliff. The sound of battle is audible over the edge of the cliff, where, just before the precipitous drop, a single metallic trap door is embedded in the rock.

A detachment of tiefling soldiers defends the entrance to the bunker. They
await attackers, forming a line between the horns of the bunker and blocking access to the trap door entrance. The tieflings don’t operate as individual creatures; rather they operate as a single foe with the troop subtype.

gm rolls:

tieflings: 1d20 + 3 ⇒ (1) + 3 = 4
Mu: 1d20 + 2 ⇒ (6) + 2 = 8
Shu: 1d20 + 3 ⇒ (7) + 3 = 10
Vitor: 1d20 + 3 ⇒ (3) + 3 = 6
Ruprecht: 1d20 + 5 ⇒ (4) + 5 = 9
Grundar: 1d20 + 3 ⇒ (15) + 3 = 18
Yanos: 1d20 + 5 ⇒ (6) + 5 = 11

Initiative:

1. Grundar, Yanos, Shu, Ruprecht, Mu, and Vitor
2. Tiefling troop

You guys are up!

They are essentially swarms of Medium-sized creatures. So you can attack them with weapons but AoE attacks deal more damage a la swarms. They can not be flanked.

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Ruprecht moves forward and tosses a bomb of exploding acid at the tieflings.

Attack Ranged Touch (Acid) 1d20 + 8 ⇒ (12) + 8 = 20

Damage 2d4 + 4 ⇒ (1, 3) + 4 = 8

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

I wade into the middle and Enlarge Reach AoO the crap out of them. . .

I was going to ask for some detail on these people, (I'm not really familiar with them), and ask Lady Ollysta Zadrian to ask a blessing on us (and an autograph/hand in marriage), with Gamin the Misforged mocking the entire thing, but I guess my post never went through from this morning. :(

Unsure if his tactic will work, Yanos rides forward, getting in close and then casts Obscuring Mist Link. "Quickly, just run around the back. . ."

Grand Lodge

Monk 5

Mu readies for battle with a little calisthenics and a potion of armor.

-Posted with Wayfinder

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

If the obscuring mist tactic works, Shu will run around the enemy. If it doesn't work Shu will cast color spray (hoping that a swarm of tieflings can be somewhat affected by it).


The Flaxseed Pathfinder Lodge

Ruprecht's bomb explodes, hitting many of the tieflings! Yanos summons mist to cover the battlefield and Mu downs a potion. Shu moves around the enemy.

Initiative:

1. Grundar, Yanos, Shu, Ruprecht, Mu, and Vitor
2. Tiefling troop

12 dmg

Grundar and Vitor are up!

Sovereign Court

Male 48/48 HP, AC: 26, T: 12, FF: 21, CMD: 18, F: +8 , R: +2, W: +2, Init +3, Pereption +0, CG Male Dwarf Phalanx Fighter, Adimantum Lucerne Hammer +8 (1d12+3, x3)MW Dwarven War Ax +8(1d10+3x3)

Grunder Charges forward with a might roar

atk: 1d20 + 7 ⇒ (18) + 7 = 25
dmg: 1d12 + 3 ⇒ (4) + 3 = 7

Sovereign Court

AC18/T13/FF15/CMD17||HP20[25]F:+4|R:+4|W:+2|Perc.+3|Init.+3 Human Fighter (Aldori Swordlord) 3

Not being able to see a thing, Vitor circles around in the opposite direction of Shu.


The Flaxseed Pathfinder Lodge

Heedless of any danger, Grundar charges in and slices into a few tieflings!

Some of the tieflings summon a wall of fire on top of Grundar and Yanos, burning away Yanos' mist!

fire: 3d4 + 6 ⇒ (4, 4, 1) + 6 = 15
DC 16 Ref for half

They then unleash a volley of crossbow bolts at the party!

Four lines hitting Yanos, Grundar, Ruprecht, and Mu
damage: 2d8 + 4 ⇒ (7, 7) + 4 = 18
DC 16 Ref for half

Initiative:

1. Grundar, Yanos, Shu, Ruprecht, Mu, and Vitor
2. Tiefling troop

19 dmg

You guys are up!

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

reflex 1d20 + 8 ⇒ (12) + 8 = 20

Ruprecht throws yet another bomb at this awful swarm.

Ranged touch attack 1d20 + 8 ⇒ (8) + 8 = 16

Damage 2d4 + 4 ⇒ (1, 1) + 4 = 6

Sovereign Court

Male 48/48 HP, AC: 26, T: 12, FF: 21, CMD: 18, F: +8 , R: +2, W: +2, Init +3, Pereption +0, CG Male Dwarf Phalanx Fighter, Adimantum Lucerne Hammer +8 (1d12+3, x3)MW Dwarven War Ax +8(1d10+3x3)

reflex 1: 1d20 + 2 ⇒ (1) + 2 = 3

reflex 2: 1d20 + 2 ⇒ (10) + 2 = 12

-Posted with Wayfinder

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

Refl: 1d20 + 5 ⇒ (12) + 5 = 17

Drop's Refl if needed: 1d20 + 6 ⇒ (14) + 6 = 20 (plus Evasion)

Round 2

"Well, that didn't work."

So I'll try a Sound Burst instead, after stepping up through the Wall of Fire (ouch).[/I]

Sonic Damage: 1d8 ⇒ 2
Plus Fort Save DC 15 or Stunned for 1 Round.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Shu hurls a vial of acid into the group, then ducks for cover.

Ranged Touch - Vial of Acid: 1d20 + 5 ⇒ (11) + 5 = 16 *Add +1 if Point Blank Shot applies
Damage: 1d6 ⇒ 4 *Add +1 if Point Blank Shot applies. Also, do they take 50% more damage from area of effect damage like a normal swarm?

Grand Lodge

Monk 5

Evasion (Ex): 1d20 + 5 ⇒ (13) + 5 = 18

"Hoo! Haa! Ho! Hai!", Mu deftly dodges the arrows like a master, then returns the assault like a master-master.

Sansetsukon: 1d20 + 6 ⇒ (13) + 6 = 19 @1d10 + 4 ⇒ (10) + 4 = 14

Let's see what individual damage does

Sovereign Court

Male 48/48 HP, AC: 26, T: 12, FF: 21, CMD: 18, F: +8 , R: +2, W: +2, Init +3, Pereption +0, CG Male Dwarf Phalanx Fighter, Adimantum Lucerne Hammer +8 (1d12+3, x3)MW Dwarven War Ax +8(1d10+3x3)

With another loud roar Grinder starts swinging into the group

atk: 1d20 + 5 ⇒ (8) + 5 = 13

dmg: 1d12 + 3 ⇒ (10) + 3 = 13

-Posted with Wayfinder

Sovereign Court

Male 48/48 HP, AC: 26, T: 12, FF: 21, CMD: 18, F: +8 , R: +2, W: +2, Init +3, Pereption +0, CG Male Dwarf Phalanx Fighter, Adimantum Lucerne Hammer +8 (1d12+3, x3)MW Dwarven War Ax +8(1d10+3x3)

Grundar has missile shield does that do anything for the arrow atks

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

Ruprecht's bombs continue to eat away at the tieflings' health! Yanos' spell, Mu's master-master attack and Shu's vial of acid are enough to finish off the rest of the troop!

Out of combat!

Most of the tieflings’ equipment is mundane, and there is little salvageable among the damaged breastplates, longswords, and light crossbows.

DC 20 Perception:
One of the spellcasters carried a pearl of power (2nd).

The trap door leads down into the ground:

A 15-ft.-tall metal ladder occupies the center of this wide chamber, reaching to the cliff top above by means of a trapdoor. A second trapdoor is situated ten feet north of the ladder’s landing. Around the edges of this chamber are cots and makeshift beds, with uninteresting personal effects littered around.


The Flaxseed Pathfinder Lodge

Google Drive is not working currently. I'll get an updated map up as soon as I can.

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

Perception: 1d20 + 14 ⇒ (12) + 14 = 26
I'll go ahead and Detect Magic anyway.

How is everyone looking on damage? Should I Channel to heal (3/Day for 4d6) or just use a wand and spells?

"Oh look, a small magical pearl. Anyone mind if I add this to my collection? Might come in handy."

I also forgot, are we playing high or low tier? Might be a good time to start buffing up before we go into that place. I have Shield of Faith*, Enlarge Person (wand), Bark Skin*, Shield Other, (* = x2 with Pearls of Power).


The Flaxseed Pathfinder Lodge

Low tier. Didn't matter for Mass Combat stuff but I calculated it way back at the beginning to be low tier.

Yanos notices a magical trap on the next door going down.

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Ruprecht takes careful looks at the magical traps, warning the others back.

No reason to rush. Ru will take 20for a 32 to disable the magical trap, if I can do that. If I can't, Ru will still warn the others back before attempting the maneuver. Disable device 1d20 + 12 ⇒ (1) + 12 = 13.

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

retroactively "Hey, a trap. Seems magical. You want I should, . . . oh. Well that works, too. Well, if it does in fact work, I mean."

Sovereign Court

Male 48/48 HP, AC: 26, T: 12, FF: 21, CMD: 18, F: +8 , R: +2, W: +2, Init +3, Pereption +0, CG Male Dwarf Phalanx Fighter, Adimantum Lucerne Hammer +8 (1d12+3, x3)MW Dwarven War Ax +8(1d10+3x3)

Idk if my missile shield feat blocked any of he ranged atk dmg if not then I am at 18 of 37 hp.

-Posted with Wayfinder

Grand Lodge

Monk 5

Yeah, definitely take 20.


The Flaxseed Pathfinder Lodge

@Grundar: The crossbow attacks were actually line attacks (because they were coming from many different sources).

Actually taking 20 on Disable is a bad idea; taking 20 essentially means that you take 20 rounds to do something, treating the first round as if you rolled a 1, the second as if you rolled a 2, etc. So unless you have a 30+ DD you'll likely set if off in the first round.

And in this case you rolled a 1 anyways so....

Ruprecht's hands slip as he tries to disable the glyph and a wave of negative energy washes over the party!

Cha damage: 1d3 ⇒ 1
Plus Memory of Teremthal curse (below)
DC 14 Will save negates both effects.

Memory of Teremthal curse:
The next time the target receives healing from positive energy, she instead suffers an equal amount of negative energy damage. Once this effect occurs, the curse ends immediately.

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Will 1d20 + 3 ⇒ (13) + 3 = 16

What's the range on that glyph, DM? Ru would have tried to get everyone back. hopefully out of the range of that.

Sovereign Court

AC18/T13/FF15/CMD17||HP20[25]F:+4|R:+4|W:+2|Perc.+3|Init.+3 Human Fighter (Aldori Swordlord) 3

Vitor watches, aghast, as Ruprecht sets off the trap, but then sighs with relief as the man seems to avoid any ill effects. "That was close, my friend."

Sovereign Court

Male 48/48 HP, AC: 26, T: 12, FF: 21, CMD: 18, F: +8 , R: +2, W: +2, Init +3, Pereption +0, CG Male Dwarf Phalanx Fighter, Adimantum Lucerne Hammer +8 (1d12+3, x3)MW Dwarven War Ax +8(1d10+3x3)

Will: 1d20 + 2 ⇒ (7) + 2 = 9

Will I be able to be healed before the trap went off because it was brought up before and I didn't know how much if any of the ranged dmg was blocked

if not then I need healed now and I need a low wand use of my wand of clw then if you want to use mass healing with the channel that's fine

-Posted with Wayfinder

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

"Yeah, that wasn't my greatest performance right there, was it?"

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

Ya, Im sort of confussed too. I was trying to see who needs healing and buffs before we even got to the door, but never really got an answer from the other players.

Will: 1d20 + 8 ⇒ (20) + 8 = 28

-Posted with Wayfinder

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

Ru has taken a little damage. A channel should be fine for him, depending on the others' injuries.

Grand Lodge

Monk 5

”HOI!”, Mu Ping falls backwards from the wave, ”That taste rlike rlotten donkey toes! No moh prlease! ”.

Wil: 1d20 + 6 ⇒ (13) + 6 = 19

Liberty's Edge

HP: 59/59, +4 Init, +17 Perception, F: +8, R: +5, W: +10, AC: 21, T: 14, FF: 17, CMD: 22 , LG Human Cleric 8, 5274-20, Longspear +10/5, 1d8+5 (Large +10/+5, 2d6+6), P 20/x3

Is it okay I we do it like this?

Before opening the Trapped trap door, I'll Channel to hit everyone for 4d6 ⇒ (4, 3, 1, 3) = 11, then use my wand to heal up individuals still in need.
CLW 1: 1d8 + 1 ⇒ (4) + 1 = 5
CLW 2: 1d8 + 1 ⇒ (7) + 1 = 8
CLW 3: 1d8 + 1 ⇒ (3) + 1 = 4

After the trap door curse, I'll continue to heal those individuals that seemed affected (which does nothing).
CLW 4: 1d8 + 1 ⇒ (3) + 1 = 4
CLW 5: 1d8 + 1 ⇒ (4) + 1 = 5

If it's okay with the DM, please just let me know if you needed extra healing and how much I just used.

Sovereign Court

Male 48/48 HP, AC: 26, T: 12, FF: 21, CMD: 18, F: +8 , R: +2, W: +2, Init +3, Pereption +0, CG Male Dwarf Phalanx Fighter, Adimantum Lucerne Hammer +8 (1d12+3, x3)MW Dwarven War Ax +8(1d10+3x3)

I should be good now thank you

-Posted with Wayfinder

Sovereign Court

Male 48/48 HP, AC: 26, T: 12, FF: 21, CMD: 18, F: +8 , R: +2, W: +2, Init +3, Pereption +0, CG Male Dwarf Phalanx Fighter, Adimantum Lucerne Hammer +8 (1d12+3, x3)MW Dwarven War Ax +8(1d10+3x3)

I am good if I take all those and I can mark the clw off my wand uses

-Posted with Wayfinder


The Flaxseed Pathfinder Lodge

The glyph's effect extends from the trap door back to the ladder you came down on but there is room behind that if Ru would have told everyone to get back. Retcon healing is fine. Let me know when everything is settled and you are ready to go down.

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

The Channel gets Ru to full HP.

Once the others are squared away, Ru examines the trap door and leads the party downward.

Sovereign Court

AC18/T13/FF15/CMD17||HP20[25]F:+4|R:+4|W:+2|Perc.+3|Init.+3 Human Fighter (Aldori Swordlord) 3

Vitor holds his blade ready and follows down the trapdoor.

Grand Lodge

Monk 5

Mu follows in close behind Shu, primarily so he can see ahead of the short gnome.

Grand Lodge

Gnome Wood Wizard 1 / Ninja 4 | HP 41/41 | AC 19 T 15 FF 19 | F +4 R +8 W +3 | Init +3 | Perc +8/+10 | Sense Motive +3

Shu is unharmed, and would have kept a good distance from any trap if warned.

"Hey Mu. Let me protect you with wand you have." Shu casts mage armor on Mu, then taps himself too without asking. After handing it back he follows the others.


The Flaxseed Pathfinder Lodge

The party heads down the ladder to the floor below:

Two trapdoors rest in the southwest and southeast corners of the chamber, whose walls and table are covered with maps. Two green-tinted glass windows, each roughly ten feet in diameter, look out to the canyon floor below.

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

The elf takes a quick scan of the room, making sure to check both trapdoors very carefully before heading down either of them.

Perception 1d20 + 10 ⇒ (14) + 10 = 24 plus two for traps


The Flaxseed Pathfinder Lodge

Ruprecht is fairly certain that neither of the doors are trapped. Pausing for buffs or preparations from the others before you all drop down.

Sovereign Court

AC18/T13/FF15/CMD17||HP20[25]F:+4|R:+4|W:+2|Perc.+3|Init.+3 Human Fighter (Aldori Swordlord) 3

Vitor watches as the party makes preparations. Taking out a flask of oil, he applies it to his sword. Bless Weapon

Scarab Sages

Alchemist 9 (Crypt Breaker); AC (30)/22/16/(22)18; HP 56/66; CMD 21 Init +10; Perc. +(19)15/+(23)19*; F +(12)10, R +(15)13, W +(9)7 (+6 to saves vs. poison, +2 to saves vs. enchantment, and +1 bonus on saves against fear and confusion effects.)

While the others are buffing Ruprecht does the same, chugging two of his draughts.

Drink See Invisibility and Shield extracts. AC is 21 for the time being.

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