GM Kyshkumen's PFS The Godsmouth Heresy (Inactive)

Game Master Kyshkumen

The deep crypt


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Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs

You mean, you don't remember us? If you don't remember us, what do you remember?

Bluff: 1d20 + 8 ⇒ (19) + 8 = 27

At the time, there was probably an easier route to gaining the revived woman's confidence. Put it down to my nature, or my heritage, but I just couldn't resist the notion of toying with an undead creature's mind.
--Miko Teppen, personal journal

Sczarni

"I remember everything and I said I have never met you. So how do you know my name?" Her eyes narrow at Miko.

She is not some weak minded undead so she will not be easily confused like that.

Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs

Look, we are not here to harm you, or Dr. Cre... eh.. your.. uuhm.... creator?

Now rather than pointing fingers and play the blame game, would you give us the chance to help you? As you might have noticed, you are in grave danger here -- the owners of this place are... shall we call it prejudiced towards those that have been revived. With our help, we could have you have your second chance in peace , without fear of persecution. How does that sound to you?

She has a mind, and remembers her life. She shows love and care. Doesn't that make her human?

Sczarni

Give me another diplomacy check Miko.

Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs

Dip: 1d20 + 8 ⇒ (4) + 8 = 12 Ouch

Sczarni

"We are in danger here? Is that what happened to Svilennius? Where can we go? This is our home."

SM DC 10:
She seems a bit panicked but she seems to be looking at Miko for guidance.

Gave you a bit of a bump on the diplomacy since you were offering to help.

Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs

Sense Motive: 1d20 + 4 ⇒ (12) + 4 = 16

It's okay, dear. We're with the Pathfinder Society. We have stations all over Golarion, contacts everywhere.

You know, I'm a refugee myself - escaped from a place where I couldn't fit in Why am I telling her this? It took me a long time to find a place to call home, but I found it in the end.

Now tell me, what do you know of this place? We've found many inhabitants around here, and strange passages. Do you know of a passage out, that doesn't cross the temple above?

Miko looks sideways at the rest of the party - not sure whether she should divulge that she already know of such a passage.

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

Tuich blinks and looks towards Miko in surprise. Refugee? Escaped? We need to talk!

She clears her throat and adds quietly, "Miko isn't the only one among us who've had to flee our homes. I may never be able to return to mine. We do understand, Esme."

Diplomacy (Aid Another): 1d20 + 8 ⇒ (8) + 8 = 16

Sczarni

"I wasn't allowed out much as Svilennius said it was dangerous. I know a few ways deeper into the under city but none that lead to the surface without going through the crypts." She gestures to her to undead companions."Lulu, Fiona take the master we are leaving." She looks at the Pathfinders,"if you wish to escort us out I will assist as much as I can."

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"Diplomacy, bluffing, and similar nonsense, potentially leading to negotiations and the non-violent resolution of the inherent problems, at least to the maximally non-conflicting - Yes, I believe that the interests of everyone are likely to be best served if I remain silent during this period. Probably for the rest of this encounter, as it were. Mmm. Unfortunately, there appears to be developing an unwanted, nagging itch in my throat - probably the result of the decrepit air, not aided by motes of blasted skeletons and the vapors of necromantic reagents - and I believe that I will have to, quite involuntarily, clear it about now-" "Uhh-huhmm-cough!" "... Hmm. Unfortunately, although it was not meant to be productive of more that sputum, I harbor some anxiety that that sounded like a 'meaningful cough'. I shall now attempt to look away, casually and innocuously, so as to not draw further attention to the cough and any covert meaning in might be misinterpreted as to have held. Perhaps if I feign to show a particular interest in the texture and material accumulations on the floor and/or walls..."

Sczarni

Esme looks over at Garedon after his cough. "Is there something you would like to add? Or did you have an idea on how to get us out of here?"

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

"Esme, I can completely without a doubt guarantee you that absolutely nothing can be gained by asking my friend to speak. So let's just get you out of here."

Vyk then went to pick up Dr. Creepy to aid with the escort.

-Posted with Wayfinder

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

During the exchange, Vincent does his best to hide his greatsword behind his back. Out of curiosity, he passes a hand over his eyes, using magical sight to examine Esme and her comrades. 'The man claimed he'd found a different way to create undead. Let's see if they're significantly different.'

Detect Evil (Sp) on Esme and the skeletons. And on Dr. Creepy for good measure.

Regardless of the results, he offers to help carry any supplies he can manage, since the doctor seems to be alive and therefore needs to eat.

Sczarni

Vincent:
Dr. Creepy and the skeletons detect as evil but Esme does not.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

"Huh..."

Knowledge(Religion): 1d20 + 5 ⇒ (19) + 5 = 24 to know if the church of Pharasma would care that Esme isn't evil. From what I understand as a player, Pharasma is more interested in the fact that the cycle of life and death is being disrupted, regardless of the undead's alignment. While this is a fascinating development, it seems rather futile if the doctor is trying to impress the Pharasmins.

In the meantime, Vincent doesn't discuss this in front of Esme.

"Perhaps the exit we located earlier? We could take them there."

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

Vyk is more than happy to let the skeletons carry Dr. Creepy. The man had an unfortunate odor that he didn't want to think too hard about the source of.

Assuming nothing hinky occurs, we escort them out as Vincent said.

-Posted with Wayfinder

Sczarni

You would be correct on your knowledge of the church of Pharasma. As far as any exit you have found they all lead back to the Pharasmin crypt which is very well attended and would be difficult to get them through. Wasn't someone drawing a map?

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

Wait, I thought that the Goblin Snake had another way out.

-Posted with Wayfinder

Sczarni

So far you have found two ways back up through the crypts and two ways deeper into the under city. What you are looking for is a way up that does not go through the crypts, if such an exit does not exist then a further down will have to do.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Garedon was drawing a map periodically, and has a "mapmaker's kit", "chronicler's supplies", and a compass and wayfinder to help him. Matt, his player, is scattered at the moment and going to the park in a minute. So here is a half-@$$ed plan:

"I do have a Wand of Disguise Self with five remaining charges, each lasting 10 minutes. I would be willing to exchange the use of such for all equipment belonging to yourself and all knowledge you have regarding the ossuary complex, along with a solemn promise that you will not trouble the Pharasmin's or the Society again, nor cause harm to any innocent persons. Additionally, I shall request a small lock of hair from each of you, such that our diviners may keep abreast of your doings and find you again, if such actions warrant. You may then leave the complex when we do, properly disguised as hapless victims or minor miscreants, and then you will quickly 'escape' our custody, from which you can find a new life (or unlife, as the case may be), perhaps only so far as a different district of this very city. That is, assuming that this plan is agreeable to my companions and to yourselves. The skeletons will have to 'remain behind', speaking euphemistically."

Trying to be 'good', even to at least one evil individual, at the risk of straying from the tried and true murder-hobo role.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

"Alternatively, if we find another route to the surface, the wand will not be necessary. Either way, you should stay with us for now."

Assuming Garedon has taken some time to draw a map, Vincent would point out that, "There is a passageway behind one of the statues in the octagonal room. Perhaps there are passages behind the other statues as well? It would be worth checking on the way to the other side of the complex that we haven't finished exploring."

Perception: 1d20 + 8 ⇒ (14) + 8 = 22 if we do that.

Sczarni

Esme looks at the map, "they might be worth checking out."

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

"But, uh, seriously. They can't come," Vyk said gesturing to the skeletons fearfully. "In fact, maybe you should leave them here to guard, um, your friend?"

I say we go clockwise in the Statue Room and check out Karzoug the Runelord of Greed. We'll work our way around.

Sczarni

Esme is reluctant but commands the skeletons to stay with Svilennius. The group makes it's way back to the large chamber with the statues. Vincent is able to point out a door behind the statue. If it is anything like the other passage someone is going to have to push it out of the way.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Garedon will try touching the tripartite statue of Pharasma again.

Sczarni

Garedon gets no effects this time.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"As I feared, it is a resource limited in some fashion. If we are fortunate, it is limited along the line of 'only once per person per day', or something similar. Someone who has not touched the statue and so received the blessing during the previous period should now touch the statue, using the temporary aid from it to withstand the probable electrical barrage coming from the runelord statue or statues touched and moved, although even then we will have to determine a way to move seven statues with the aid of only a few benefits of Pharasma's aid. Unless, of course, we can determine some way to disarm or bypass said statues and their deleterious deterrence; presumably there would also be some catch, password, or the like that would keep the Pharasmin priests and workers of old safe while they accessed the areas behind. I have also considered laying a rope around a statue and dragging, so gaining the protections of some distance and the electrical non-conductivity of silk."

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

"Ashava usually grants me a boon I can pass along if I ask, but I don't think it will add to a blessing from another god. Too, I have the strength to heel a few more times today, if a statue lashes out."

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

Vyk shrugs.

"Eh. I'm spry." He then attempts to move it.

Strength Check: 1d20 + 1 ⇒ (8) + 1 = 9

"Seems to be stuck!"

Sczarni

Touching the statue causes 2d6 ⇒ (3, 4) = 7 of electricity to course thourgh Vyk's body. He may attempt to half this damage with a DC 12 reflex.

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

Reflex Save: 1d20 + 5 ⇒ (15) + 5 = 20

"Yeow!" Vyk screams as he receives a jolt of electricity.

12/17 HP

Vyk quietly pulled out a wand and handed it Tuich. "Be a dear, won't you."

Wand of Cure Light Wounds: 1d8 + 1 ⇒ (7) + 1 = 8

Back to full.

-Posted with Wayfinder

Sczarni

Some how during the shock Vyk was able to move the statue allowing access to the hidden door.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"... Or, we could just do that, I suppose."

Garedon casts, somewhat belatedly, Guidance and Resistance on Vyk Tyr and then on Vincent, likely the second to go through the hidden door.

Silver Crusade

Female Talented Human 6 HP 39 | AC 12 (16: Mage Armor), T 12, FF 10 (14: MA) | F: +2, R: +6, W: +6 (+1 vs div, +4 vs bard/sonic) | CMD 14 | Perc. +5 | Init. +2 | Miko's songs

Electricity, the blessing of the rune lord. How appropriate.

Miko takes extra care not to receive the blessing...

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent grips his sword in one hand and opens the secret door, taking care to avoid touching the statue. Which door is this one? A new one? I can't access the map right now. If it's a new area, Vincent goes in.

Sczarni

Vincent steps into the narrow corridor which causes a hidden glaive to swing down from the ceiling.

melee: 1d20 + 10 ⇒ (10) + 10 = 20
damage: 1d10 + 1 ⇒ (7) + 1 = 8

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

Vyk grimaces and hands his wand over to Tuich again.

"Tuich, be a dear, won't you."

Wand of Cure Light Wounds: 1d8 + 1 ⇒ (2) + 1 = 3

-Posted with Wayfinder

Sczarni

Looking further in there are several burial alcoves all containing human remains, which are now nothing more then piles of dust and a few skeletal fragments.

-Posted with Wayfinder

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

"Of course," she says to Vyk. "But not setting off the traps would probably be more efficient. And less painful. Vincent, are you alright?"

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Garedon casts Detect Magic and then searches the alcoves and room.
Perception: 1d20 + 11 ⇒ (9) + 11 = 20

"It is a remarkably spare room for a runelord of greed, I would posit. Perhaps one such as he learned to 'take it with them' in a superior fashion, thus explaining the lack of grave goods."

Sczarni

Searching the room Garedon comes up with 50 gold worth of lose coins and cheap jewelry. As Garedon pointed out it is odd that they were buried with so little. Or maybe greed got the better of those that placed them here.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent grimaces. "I'm alright now. Bloodstains are worse than excessive fringe in modern fashion, though. I'll have to have this tunic cleaned thoroughly when we get back."

Vincent casts a Cure Light Wounds on himself CLW: 1d8 + 2 ⇒ (1) + 2 = 3

hp 13/15

Grand Lodge

Combat:
AP +2 (0/5) | Scimitar +9(1d6+5)18/x2 | Cast Def. +14
Stats:
HP 33/38, NL 0 | AC 22, T 15, FF 18 | CMB +4, CMD 19 | F +6, R +6, W +5 | Init +6, SPD 30 | Perc +5, SM +0, D-Vis.
CG Male Tiefling Magus 5 | Effects: Sickened, 4 Mirror Images

"Hmm, well let's try the next statue then."

Detect Magic.

Spellcraft: 1d20 + 8 ⇒ (15) + 8 = 23

Perception: 1d20 + 2 ⇒ (10) + 2 = 12

-Posted with Wayfinder

Sczarni

The next statue is also magical but Vyk is unable to locate a door behind it.

The Exchange

Female Human (Varisian) Oracle 5 | HP 34/48 (0 NL) | AC: 19 [SoF ++1]; T 14 [SoF ++1]; FF 16 | CMD 18 | Fort +4* | Ref +4* | Will +4* | Init +4 | Percept +4
Status/Tracking:
SoF is down | IW 7/7 | MS: 3/3 | SS: 4/7 | WB: 1/2 | L1: 3/7 | L2 0/5

"There does seem to be a pattern, though. Here, let me have a look."

1d20 + 1 ⇒ (2) + 1 = 3 Yeah, that's gonna help...

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

"As the discovery of the greater part of these secret doors, I believe that I would be the most qualified among this group group towards finding additional secret doors, at least of the same make and manner, and, most probably, secret doors of other designs."

Perception: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 16

"Hmm. In any event, we have several good reasons to suspect that this statue has concealed behind a secret door of some sort, and may wish to proceed accordingly, despite the lack of an immediately-apparent secret door (to use an oxymoron). Perhaps, this time, there could be the use of a system of ropes, instead of post hoc system of curative magics."

Sczarni

Using ropes and carefully avoiding any contact with the statue the group is able to pull it aside.

Grand Lodge

M Elf Diviner 2 HP 14/14 NL0 | AC17 T13 FF14 (Mage Armor) | CMB+0 CMD13 | F+1 R+3 W+4 | Init+10 | Perc+9 (11 Clear Ear) LL vis
Other:
Dagger+0(+4)/1d4-1/19-20]

Garedon will take a closer, methodical, and prolonged and search of the area behind the statue.
Take 20 for a 31.

Sczarni

There is a door there.

Grand Lodge

Stats:
hp 19/34 AC 20, touch 14, ff 16, F/R/W +5/+4/+8, Spd 20, Init +5, Greatsword +9 (2d6+7/19-20). Power Attack -1/+3
Skills:
(Plus -2 ACP) 7/lvl: Bluff +12, Diplomacy +12, Heal +11, Intimidate +13, Knowledge (religion) +8, Perception +11, Sense Motive +14
M Human Inquisitor (Preacher) of Gorum 5

Vincent checks the door for traps this time.
Perception: 1d20 + 8 ⇒ (20) + 8 = 28

He opens it if it's clean.

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