GM_Foxy's 2nd Carrion Crown

Game Master Foxy Quickpaw

Carrion Crown AP
Battle Maps

Undiomede House
Skum Tunnels


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Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

I guess I have no choice but to use this cursed Hammer....

Grergof reaches into his pack and pulls out the hammer.
Then he swings at the ghost.
Hammmer - Power Attack: 1d20 + 6 - 1 ⇒ (18) + 6 - 1 = 23
Damage + Power Attack: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6

The above stats are assuming this is a light hammer.

Religion: 1d20 + 6 ⇒ (7) + 6 = 13


Narrator

Unfortunately the hammer goes through the ghostly figure like there is nothing at all. And there is no visible effect from the swing on the ghost.
Will Save Grergof DC 13: 1d20 + 6 ⇒ (10) + 6 = 16


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

No go with the spirit, maybe I need to use the hammer on the skulls that just reassembled.?

That is what he will do next round, attempt to bash one of physical skulls with the hammer.


Narrator

The ghost of the Mosswater Marauder swings his hammer at
Darius, Grergof, Spugnoir: 1d3 ⇒ 2
Touch Attack: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7

But Grergof is lucky and the hammer goes wide.
Everyone else please.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Let's try this...

Grergof steps over to the table and smashes at one of the skulls.
Hammer - Power Attack: 1d20 + 6 - 1 ⇒ (11) + 6 - 1 = 16
Damage + Power Attack: 1d4 + 3 + 2 ⇒ (1) + 3 + 2 = 6


Narrator

Grergof whacks one of the flying skulls reducing it to splinters. The ghost cringes on that.

Will Save Grergof DC 13: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9

Grergof:
You feel the compulsion to whack the nearest living creature on the head with the hammer. And you can't resist.

GM:
Damage: 2d6 ⇒ (2, 2) = 4


Narrator

One of the remaining skulls lets out a bone chilling scream.
Will Save Darius DC 10: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
Will Save Spugnoir DC 10: 1d20 + 3 + 2 ⇒ (16) + 3 + 2 = 21

But Darius and Spugnoir aren't scared of that and Grergof doesn't care anyway. The other skull attacks
Darius, Grergof, Spugnoir: 1d3 ⇒ 2
Provoking an attack of opportunity from Grergof as it enters his space.


Quick stats:

HP 26/26
AC 14/12/12 (16/12/14 with Mutagen)
Saves F5/R5/W3(5 fear) (+2 vs. Poison)
Weapon in hand:MWK Heavy Mace
Special effects: Mutagen,
Bombs:4/7

Spugs whacks a skull
MWk Heavy mace: 1d20 + 3 ⇒ (15) + 3 = 181d8 ⇒ 1


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius moved towards the skull that Spugnoir attacked and tries to smash it with his new sword with a two handed overhead chop.

Attack: 1d20 + 5 ⇒ (6) + 5 = 11
Damage: 1d8 + 3 ⇒ (1) + 3 = 4


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Gregof swings the hammer at the skull.
AoO: 1d20 + 6 - 1 ⇒ (5) + 6 - 1 = 10
Damage: 1d4 + 3 + 2 ⇒ (4) + 3 + 2 = 9

GM Foxy:
Just checking the second effect of Pro Evil does not stop that possession effect?


Narrator

Grergof:
Now that you say it. There also stands immune to effects from evil objects. Ok, I abstain from telling there is no alignment given for the hammer and it looks neutral to me ;). But having no effect is boring. You can choose whom to attack and with the hammer already rised for the strike at the last moment let go of the hammer that it falls to the ground. How's that?"

Spugnoir hit the skull for limited effect. The other two miss their targets.

The ghost raises his hammer again to let it go down on
Darius, Grergof, Spugnoir: 1d3 ⇒ 2
Touch Attack: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 7
But misses Grergof again.

The skull slams into Grergof.
Slam: 1d20 + 1 ⇒ (6) + 1 = 7

The other one slams into Spugnoir.
Slam: 1d20 + 1 ⇒ (5) + 1 = 6

But both to no effect.


Quick stats:
HP 26/26
AC 14/12/12 (16/12/14 with Mutagen)
Saves F5/R5/W3(5 fear) (+2 vs. Poison)
Weapon in hand:Morning Star
Special effects: Mutagen,
Bombs:4/7

Spugnoir keeps swinging at the skull
MWK Mace: 1d20 + 3 ⇒ (16) + 3 = 191d8 ⇒ 3


Narrator

This time with success. The skull is hit hard and falls in pieces to the ground. And the ghost cringes in pain again.

GM:
Damage: 2d6 ⇒ (3, 1) = 4


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius moves to flank the last skull and goes to bat.

Attack: 1d20 + 5 + 2 ⇒ (18) + 5 + 2 = 25 (+2 Flanking bonus unless it provokes AOO then I won't move but will still attack from where he is or move to attack position if necessary)
Damage: 1d8 + 3 ⇒ (3) + 3 = 6


Narrator

Darius smashes the third skull.

GM:
Damage: 2d6 ⇒ (5, 6) = 11

Also the ghost cringes a last time and disappears.


Narrator

Perception DC 20:
There is a secret stone door in the southern wall. It is locked.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

As Darious crushes the last skull opposite Grergof, The monk also swings the hammer.

At the last minute he releases the hammer and throws it at Darius's head!
Hammer (Thrown) - Improvise Weapon: 1d20 + 1 - 4 ⇒ (12) + 1 - 4 = 9
Damage: 1d4 + 3 ⇒ (2) + 3 = 5
Luckily it bounces off of his helmet and clatters against the wall.

Oh Gods above! It tried to make me brain you! I'm so sorry I....

Perception: 1d20 + 3 ⇒ (20) + 3 = 23

As he stairs in horror at the hammer he notices the wall was damaged where the hammer hit it.
Oh Lady, it even affected the wall, look! and he points at the place where the wall was hit by the hammer.

GM Foxy:
How does that work story wise for you?


Narrator

Grergof:
It's fine. You're going to tell someone that you found the door?


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Perception: 1d20 + 6 ⇒ (5) + 6 = 11

"That was a close one!"


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Gregof walks over to pick up the hammer.
This needs to be melted down so it can't be used again.

As he looks at the wall he says:
Hey you two look at this. The hammer knocked the wall, It seems like there is something here....


Narrator

As Grergof points it out it becomes obvious. A stone door in the wall. With a small hole for a key.


One of the keys we found might work! Spugnoir examines the door for traps. Perception: 1d20 + 8 ⇒ (19) + 8 = 27


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Narrator

There are no visible traps and trying the keys from the oubliette unlock the door without incident. Opening the door reveals a natural alcove.

The alcove itself contains several armor stands, weapon racks, and a wooden chest, all of which still hold dust-caked but perfectly functional suits of armor and weapons, and a few magic items. In all, there are six suits of masterwork chainmail and six suits of masterwork studded leather armor, four masterwork longswords, four masterwork heavy maces, two masterwork heavy crossbows, 120 crossbow bolts, a case of 10 crossbow bolts, a wand, 4 potions of cure moderate wounds, and a rope.


Hmmm..I could use one of these suits of studded leather, but I don't know what this wand is. How about we take this opportunity to head back to town and rest and catalouge these items?

Spugnoir will help carry the items to the hole and lift them upstairs. We should come back with say a cart to haul these to town. Then he will wriggle out the window and head back to town when his allies are ready.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

hmmm, I suppose this is considered Salvage so by rights it is ours... There is more here then we can carry in one trip.

We should grab some good stuff on the first trip. I would like one of the suits of Chainmail.
I'm guessing the wand, potions and box of bolts are all magical. So we should at least take those.
Can one of you detect magic?


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Brother Varsk packs up one suit of Chainmail, the potions, box of bolts, wand, a long sword and the rope. When everyone is ready he makes sure the door is locked again before they leave for town.


Narrator

Having a good memory in game:
There is a wheelcart behind the Lorrimor house. The one you used to cart the body of the Professor back to The Restlands.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

Darius also helps with carrying whatever he can, and throws one of the suits of chainmail over his shoulder for himself and a heavy crossbow and some bolts. "This will come in handy. I'm sure we can find something at the Professors house to load all this stuff up. I suspect that the townsfolk may want to keep some of it to outfit their own soldiers."


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

I thought about handing it over to the Sheriff but maybe it would be better to offer some of the suits and weapons to the town console for them to determine what to do with them.


Or sell as much as we can. We could try to find a city big enough that will by it. Spugnoir arrives back at the 'Lorry House' and gets the cart for heading back to the prison and getting the rest of the equipment.


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Female Human Diviner (8) - Init +10, Save +3/+2/+9, AC15/11/15, HP42, Perc +10

Finally you manage to cart everything from the Harrowstone to the Lorrimor House. Kendra greets you with a large pot of tea and a bowl of freshly baked cookies.

Over tea and cookies she listens to the new stories you have to tell about the Harrowstone. As you mention some magic items her curiosity is peaked. "Might I see them? Maybe I can tell what they are."

Given the opportunity she casts detect magic on all the stuff and sorts it. She puts everything magic on the table for further identification. Some of the magic items are obvious - like the wand. But some are a surprise - like the mace and the rope. Using her magnifying glass she further examines the items.

Spellcraft Stone: 1d20 + 8 ⇒ (11) + 8 = 19
Spellcraft Mace: 1d20 + 8 ⇒ (9) + 8 = 17
Spellcraft Wand: 1d20 + 8 ⇒ (1) + 8 = 9
Spellcraft Crossbow Bolts: 1d20 + 8 ⇒ (16) + 8 = 24
Spellcraft Wand (Identify): 1d20 + 8 + 10 ⇒ (9) + 8 + 10 = 27
Spellcraft Rope: 1d20 + 8 ⇒ (12) + 8 = 20

As she is done she puts the magnifying glass down and explains "This is a stone of alarm. The mace and the crossbow bolts have some simple magic enhancement (+1) and this wand has eleven charges of Hold Person. Last but not least this rope is a rope of climbing."

Looking at all these things Kendra adds "That's an interesting collection of items you found at the prison."


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Thank you Miss Lorrimor. While you are identifying items, is there any chance you can also tell us the properties on thie bloody axe you saw earlier? We know it is magic, and we're told by the spirt of the warden's wife that it was cursed, but effective against the remaining spurts that are troubling the Harrowstone.


Human Cleric 7 Exalted 4 / AC 23/*25, Touch 12, Flat 22 / HP 76/76 / Init +3 / Fort +10, Ref +5, Will +13 / Perception +8 / Channel Positive Energy (DC17/19) 3/7 Per Day *Spell Adjusted No's

"Much obliged for the assistance Kendra. It has... been a trying day and my weary bones need a rest." He says before taking a bite of another cookie. "These are delicious. Yum. Some of these things will be a big help when we head back in to Harrowstone tomorrow again."


Female Human Diviner (8) - Init +10, Save +3/+2/+9, AC15/11/15, HP42, Perc +10

Kendra picks up her lens again. "Yes. Just give me a moment.

Casting detect magic again she examines the axe.
Spellcraft: 1d20 + 8 ⇒ (19) + 8 = 27

"This is strange." she tells with a confused expression on her face. "On first sight it seems like a simple magical axe."

"But behind that that it has a weaker bane property against undead heads like the ones we have seen at the town hall meeting."

"But I strongly advise against using this weapon. It is indeed cursed and the curse will befall it's wielder once it successfully hits. But I can't tell what this curse will be." Kendra tells her findings and waits for Grergof to put the axe away again as she is not going to touch that bloody thing.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Thank you Ma'am. Considering that using the Mosswaters's Hammer almost made me repeat his crime, my guess is if I hit with this, it probably will either turn on me, or attempt to make me lop off someone else's head.

I think we can all agree that needs to be left until a truely desperate situation.

He carefully puts the axe away.

Miss Lorrimor, maybe you can help us with something else. We were debating what to do with this collection of items we have gathered. Do you think the sherrif or town console would appreciate some of these finely crafted weapons or armor?


Female Human Diviner (8) - Init +10, Save +3/+2/+9, AC15/11/15, HP42, Perc +10

"I don't know. You can ask them. Maybe they take it, or maybe they are too superstitious to take anything from the Harrowstone." Kendra replies.

"Jorfa trades in such stuff. Maybe she would buy it. If she is not too superstitious too."


We can try selling as much as we can and then visiting a larger town. Spugnoir nibbles on his cookie. We have a few more areas to explore and I don't know how much time we have before the ghosts return so we should head right back after we sleep.


Female Human Diviner (8) - Init +10, Save +3/+2/+9, AC15/11/15, HP42, Perc +10

Kendra disappears in the kitchen again and soon the house is filled with a delicious scent of onions, garlic and other fresh seasoning in a pot roast.

For dinner she serves stewed turnips with mashed potatoes and the pot roast and a bottle of fine red wine. During the dinner some conversation is had but Kendra avoids the topic of Harrowstone to talk of something normal for a change.

As it gets late Kendra excuses herself "I'm going to bed now. Have a good night's sleep. See you tomorrow."


Narrator

(New day: Moonday, 21st Calistril, 4711AR)


male Human Ranger 2

As the day dawns it 'knocks' at the door. BAM, BAM, BAM.

After a short pause it shouts "Open the door already. What takes you so long." Followed by another BAM, BAM, BAM..


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Grergof turns in early and tries to get his rest so he is ready to go before dawn.


When morning arrives and Spugnoir is woken by the knocking, he hurries downstairs to answer the door.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Grergof is up before dawn saying his dawn prayers, so he hurries down to answer the door.


male Human Ranger 2

As Spugnoir and Grergof answer the door they face a really upset Sheriff. "What took you so long. I thought you wanted to end this horror. Whatever it is you're doing do it quicker!" he shouts at them. But suddenly he turns away and leaves without saying another word. He walks back into town in direction of his office.

Sense Motive DC 12:
The Sheriff is close to tears as he turns away.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Sense Motive: 1d20 + 5 ⇒ (11) + 5 = 16

Grergof calls out:
Sheriff wait, come in for a couple minutes and tell us what happened. I'm guessing there was another attack and someone got hurt?

We also have much to tell you: We know the cause of these disterbances as well as a possible solution that will end these troubles forever.

He opens the door wider and motions inside.
Come In, and we can help.


Narrator

The sheriff is already on his way and doesn't turn to come back. As you stand there in the door two abashed looking deputies walk past in direction of the market place too.


Spugnoir looks at Varsk. We've only been at this for about a day or two. *sigh* let us get back to Harrowstone right away. Spugnoir goes back inside and equips himself.


Male Human Paladin of Sarenrae Lvl 17 (HP 100/155| AC:31 (33 Undead) (DR 3/-, 5/evil)| T: 17 (31 vs incorp) | FF: 31 (33 undead)| Fort:+22 | Ref:+18 | Will:+20 | Init + 3 | Perc + 16l
Daily Power:
LoH: 13/15, Smite: 5/6, DB: 3/4, Spells: 4: (FoV, RB) 3: (LoE) 2: (EA, FoE, LoE, LoR), 1: (DF, G, LoE), Boots (10/10)

Brother Varsk finishes his morning prayers, gathers his equipment and comes downstairs ready to leave.

If Kendra is downstairs he asks her to please try to find out what happened last night.

If they have not already told her he also fills her in on the Whispering Way taking the warden's spirit, Wardens Wife, the need for the badge, and the one remaining spirit they need to kill. He ends with:

If we do not return tonight, quickly find someone else to clear out the dungeon and return the badge to Madam Hawkran. For we have fallen and I do not know how much longer the spirits can be contained. If they were to slip out, you would all be in grave peril.

Turning to his companions he says:
Today for good or for ill, we end this.


Spugnoir will head to the prison with the others and drink his Mutagen before they enter. Ok, back to where we found the hammer ghost and the armory.


Narrator

As you leave the house you see that the town square is full of people.

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