GM Niles Iron Gods (Inactive)

Game Master nilesr

Hajoth Hakados
Numeria
The Scar of the Spider
5 Kuthona 4714 (Day 100)
Hero Points
Seven.teen 2
Jarreck 1
Guaire 2
Mort 2


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Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I think we should sell it. It does gives +2 ac over Mage Armor, which is nice. But I don't want to make a roll every time she casts a spell because I'm lazy. Besides Mirror Image is actually better protection mathematically, and there's the Shield spell she could learn too.

Seventeen suggests, "We got the explosives, we should depart."

She turns to leave.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Jarreck still feeling a bit under the weather helps the others search the cabin before joining Mort in a bit of wool gathering at front trying to place this ship as part of a much larger ship.

"So this is a dingy? What must they have known to make something that large, and then to fly? I've seen some amazing things done with magic but that is almost godlike." he muses to him self.

Later at mention of a mutiny. They created the ship and then the ship turned against them? So are we fighting this things mother? distinctly not liking the sound of that


Current Map

Meh, I'd let you ignore the 5% chance....instead I'd say it imposes a -2 on concentration checks those are equally bad imho.

Where to?


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

Where to?
You remind me now of the cabbie in VtMB.
Where to....any place in LA.

"We aught to bail, get the explosives to where we can use them.
Omo would do the honors, right? Things that go boom are your expertise."


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"I'll be happy to do that. But first, we should get Jarreck to the priestess. That wraith did him all sorts of harm."


Current Map

So the party heads to Dinvaya's Clockwork Chapel?

As soon as two people say one way or another I'll update.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

"Agreed, he doesn't look good. As though a very hurtful poison has sapped the life out of him. We should take him there as soon as possible."


Current Map

The Trek back across Scrapwall takes several hours

Is the party accosted at every turn?:

Hour 1: 1d100 ⇒ 24
Hour 2: 1d100 ⇒ 46
Hour 3: 1d100 ⇒ 13 Maybe? 1d100 ⇒ 64
Hour 4: 1d100 ⇒ 4 1d100 ⇒ 82

The party, with a hobbled Jarreck Lightfoot, proceeds through Scrapwall and in the canyons of rusted metal they hear a particularly hideous sound, like that of a giant crab snacking.

The party sees a disgusting crablike creature hanging from a stack of rusted metal, its eating what looks to be an orc.

Kn:Dungeoneering DC 20:
The creature is a Lunarma, a monstrous abberation that is highly aggresive when hungry. It's a good thing this one is eating already...else he might want a Guaire sized snack.

The creature barely notices the party as it passes by...

In the small valley that leads to Dinvaya's Chapel the party spots several Vexgit Gremins, the tiny evil fey scatter when they see the party. You hear howls of "The Slayers of Birdfood approach..." as the gremlins flee. Having Scrapworth is good!

The party then arrives at the Chapel, Dinvaya is hard at work rebuilding her killer constructs. She looks at Jarreck and says Oh dear. He really shouldn't play with Wraiths and she casts her only lesser restoration of the day 1d4 ⇒ 1


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

I'm not even into shellfish, let alone it seeing me as lunch.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

May I get a refresher on what she wanted blown up and why?

"We have the Cylex. Also, what do you think of our robot? Will you help me get him up and running with a few improvements? I've been think about how best to fix him up."


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Jarreck, if lesser restorations can fix you, I say we take a few days in game to rest and I can fix you up.


Current Map

She mentioned that Hellion's people were very interested in a power receiver in the North of scrapwall. Destroying the receiver would certainly damage whatever Hellion's plans were....she and Whiskifiss were going to destroy the thing...but then he got himself captured by Smilers.

I've seen your Robot, its certainly no beautifully crafted and lovingly designed construct. I guess it can fulfill its ugly design philosophy. However, we have to get to Redtooth's lair to work on it. But, why should I help you fix yours, when I have mine that are much more lovely?

Dinvaya is very much a form>function person...alot like my wife.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"Because we are helping you with Hellion and, honestly, you and by extension we need all the help we can get. That robot would have been untroubled by the wraith. Helping us is really just helping yourself. You don't care to risk your own skin or set back your research timeline. That's why you partnered with us."


Current Map

Omo Diplomacy: 1d20 ⇒ 9

Dinvaya is unswayed My work is far too important, these constructs will one day allow us to take back Scrapwall from the miscreants and low lifes that have recently dominated our town.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"Perhaps, but we need to survive until that happens. If your allies in town or your own designs were enough, then Scrapwall would not have fallen into such a state. By helping us, you help yourself. By not helping us, you turn on your own design. You do not seem like a woman who would let vanity stop her from accomplishing her goals."

Omo responds with calm but forceful logic.


Current Map

She is exactly the kind of woman who would let vanity stop her from accomplishing her goals. In her mind, she can help you build your robot, or she can build her own, she thinks herself much more likely to succeed.

I thank you for your assistance in determining the deficiencies in my Mark II build. The Mark III will be most better for having faced you in combat. Best of luck with your own endeavors.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Sure. But, Omo was trying to appeal to her vanity by suggesting she was stronger than it. :-)


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Cooly logical as usual, Seventeen suggests, "Perhaps we should return to Whiskifiss's warren until Jarreck has recuperated. After that we should mount an expedition to destroy the power receiver."


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

"Perhaps we should try to locate a wand to cure this for next time. This sort of thing is costly in terms of time we need to recover. That or some sort of syringe like Omo has used on me a few times already."

Mort scratches his head after the thought.

"Also, is there somebody else who could use that healing wand of ours? I may decide to travel in a different form and I probably will not be able to use it then."


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen nods at the wisdom of seeking an effective cure, and replies "I have been studying the use of magical devices, I might be able to activate it some of the time."

DC to activate a wand is 20. She has +8 UMD, so in two levels she'll be able to take 10 and auto use it, out of combat.

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Feeling somewhat better than before Jarreck turns to Omo, "Hey wasn't the secondary function of one of those guns you keep sticking me with some form of restoration? That would save us a few days if I am the issue with us pushing on."

Turning towards Dinvaya he bows deeply to the priestess, shakily but formal in pose "Thank you mada'am for your assistance, we will do what we can to complete the task you have placed before us." Turning to leave he stops turning back to the priestess before she returns to her duties and the constructs. "Mistress my father once told me a true master of their craft could take a obsolete item of questionable worth and turn it into a thing of pure beauty. The worth of that object far beyond the starting value. This robot has been seen within the compound of Scrapwall, it is dirty and falling apart. You could create a thing of beauty from it as well as improve your own designs. Instead of waiting for the Mark III to succeed or fail at your own front door try some of those ideas on Omo's bot, get them field tested in real combat on Hellion's front door."

diplomacy: 1d20 + 8 ⇒ (1) + 8 = 9 @#$%^%$#@! dice roller.


Current Map

Dinvaya pointedly ignores all attempts to get her to abandon her work on the Brigh Bots MarkIII.

She's friendly in Diplomacy skill terms, but no one has moved her to helpful. That means you can use her chapel as a place of rest, and she'll heal you for free, but that's it. You can try the Diplomacy check again in a few days, but for now she's made up her mind.


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

"Let's just get Jarreck healed, little miss here's too occupied to pay any proper attention."

Guaire rolls his eyes as he says it, obviously seeing the woman's attitude as a pointless bother.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"Yes, let us return to the Warren."

I think if we can rest for a few days, I can restore Jarreck. Niles, now that I have Craft Mechanical, may I work on the robot?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Seventeen follows Omo and the others to the Warren.


Current Map

Yep, you can take 10 on the checks or roll each day as you see fit. It'll take 6 batteries and three days of making Craft DC 20 to repair the bot. You can have people aid you with DC10 Int checks or Kn:Engineering or Craft:Mechanical checks.

The party leaves the Clockwork Chapel and heads to Redtooth's Warren

Is the party molested?: 1d100 ⇒ 61

An hour's journey ends with no trouble and the party enters the Warren. Whiskifiss meets them at the entrance Sorry! We waited at the mists for a while but...Grimmy started seeing strange things so we came back. We knew you would be fine without us...did ya get the Boom stuff?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

In a deadpan Seventeen responds, "We found three bricks of cylex, I am under the impression it's 'percussion sensitive' whatever that means." She throws the bag containing the explosives to Whiskifiss. Regardless of any reaction, she adds, "Omo appears most keen to use it, he tells me it will make what he describes as a 'bit of a bang'. One can only hope it will also destroy the relay."


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

"No worries. We are all mostly alright. It will take me a few days to get Jarreck back to full health. So for the next few days we will rest, I'll work on the robot and we can go blow up the dish on the fourth day."


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

My Craft check with a take 10 is 24. So that should be fine.

List of Restoration checks.

Day 1:

Restoration: 1d4 ⇒ 1
Restoration: 1d4 ⇒ 1
Restoration: 1d4 ⇒ 1
Restoration: 1d4 ⇒ 3

Day 2:

Restoration: 1d4 ⇒ 4
Restoration: 1d4 ⇒ 3
Restoration: 1d4 ⇒ 2
Restoration: 1d4 ⇒ 4

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

Jarreck will assist with the robot repairs, if allowed to take 10 as well he has an 17 on his kn:Engineering to aid Omo.

"He is pretty good at making things go bang you must admit. Omo thank you for the offered assistance, allow me to assist in what ways I can the repair of your robot."


Current Map

After two days of work, the Scrapbot looks much improved and it almost moves on its own. Jarreck too looks much improved....

Time to decide what programming to add. Programming will be similar in nature to "Tricks" as explained Here and we might use These at a later date. The robot can have as many lines of "programming" as he has HD. So right now the Scrapbot has 3.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I remember you said its max potential HD is our level -2. Will I need to wait until I take Craft Technological Item next level to improve its HD, or is that another skill check. I'll look at the trick rules tonight.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Are the type restrictions of the attack trick relevant to a Robot?


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Current Map

No those are animal specific. Yes its max HD is APL-2, if you take the feat it can have APL worth of HD and you can begin adding abilities.

Relevant Rule for adding HD:

Hit Dice Modification: Hit Dice represent the overall strength and power of a construct. They affect a number of subsequent abilities, including hit points, saving throws, and base attacks. Determine the effects of a Hit Dice modification using the rules for adding creature Hit Dice using the information in Monster Creation. Because a construct's size is limited, a Hit Dice modification cannot increase its size. Therefore Hit Dice modification can never increase the base construct's Hit Dice beyond 50% of its total HD. Some constructs have a defined cost for increasing Hit Dice. To calculate the cost per Hit Die of other constructs, divide the construct's construction cost by its existing Hit Dice.

Since we didn't establish a construction cost for the scrapbot, and I'll be ignoring the "Hit Dice modification can never increase the base construct's Hit Dice beyond 50% of its total HD." clause. Let's say the formula for calculating cost will be #ofHDadded*2*100, so if you are adding the 4th HD to the bot, it would be 4*2*100 or 800GP. I've also worked out a system for collecting "scrap parts" from defeated constructs of the robot subtype. Unless completely destroyed, a robot will be worth a number of "scrap GP" worth 50*CR value. Ofc you have to take the time to harvest the scrap...


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Cool!


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Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Just to be clear, I can currently improve its HD by +1? To take him from a 3 to a 4? We need to loot some robots! I think I will teach it "Attack" (or Execute Program: Kill! Kill! Kill!), "Defend" (Execute Program: Stalwart), and "Flank" (Execute Program: He Came from Behind!!).


Stats:
Hp 111/111, AC 23/16/20, BaB+12, CMB+14, CMD 29, F+14, Ref+18, W+10 (+12 vs mind, SLA)), Init+5, Perc+25

The latter sounds like an anti-rogue command.


Current Map

Lol, "He came from behind" makes me think of Warcraft2. Yes, you can add 1HD, like all nonmundane crafting, you can craft 1000GP worth of stuff per day...so you can do the 4HD upgrade in one day. That's in addition to the 3 days it will take to get the bot working again. Inputting the programming is a simpler matter that I'm not worried about rules for.

Is anyone else interested in anything for those 3 days that Omo spends working on the bot?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

Are there rules for researching existing spells?


Current Map

There are....I'd have to look for them somewhere.

There's this....

And this section here has some stuff..


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

It was in fact a Warcraft reference. Do we have the GP to upgrade him?


Arcanist (occultist) 12 | HP 57 | AC 17 (Mage Armor) | CMB +6 CMD 19 T 13 FF14 | +12 fort +13 ref +14 will | +3 init | Resouce Tracker
Skills:
Acrobatics +15 Appraise +22 Fly +10 Kn:Arcarna +20 Kn:Dung +18 Kn:Eng +22 Kn:Geog +18 Kn:Hist +20 Kn:Local +22 Kn:Planes +19 Lingu +11 Perc +14 Stealth +15 Spellcraft +22 UMD +8

I'll have to check the loot spreadsheet to see how much cash Seventeen has accumulated, but researching the Discharge spell from the technology guide is what I had in mind. From an RP aspect it might be amusing if seventeen has the same effect on tech as wizards do in the Dresden universe.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

3 days huh? Time for some information gathering.

Mort spends the time Omo needs to fix up the robot to investigate the town and hear more rumours from the rats of the city. When everyone is at a safe place he'll Wild-Shape into a common rat and scurries out, looking for other rats or rat-like animals to share information about the town and secret places and hidden talks, good places to eat and places you'd better stay away from.

Diplomacy: 1d20 + 1 ⇒ (14) + 1 = 15

Grand Lodge

M | HP 106/106| AC 18 (12t 16ff)[21(15t) vs traps]| +9 fort +9 ref +3 will | +0 init +12 perc(+16 vs traps) +14 stealth | Loot Tracker

When not helping Omo with the repairs to the robot BTW Omo, I think the flank command should be 'Meat shield', Jarreck will do his best to avoid that role from now on :-) Jarreck will consult with Redtooth to see what she might be interested in trading for the detonator and explosive charges.

"Redtooth, earlier you had offered a detonator and 4 bricks of what is called Cylex for trade. Should you still have these items, we have need of them to use in Dinvaya's plan to oppose Hellion's minions here in Scrapwall. Do you see items in our inventory that you would consider in trade for the detonator and explosives?"

Tracking sheet updated


Current Map

What exactly are you looking for Mort? You guys know most of the commonly known stuff...is there some thing or some person you are most interested in?

If you strike a blow against the false god Hellion, you can have my plastic brick and detonator.


Status Mort:
HP: 78/78; AC: (21)19, T: 13, FF: 17; CMB: 6; CMD: 18; Fort:10, Ref: 5, Will: 12,Init: +2; Perception: +20; Speed: 20feet, FR:10
Gnome Blight Druid (Darkness Domain, Loss subdomain) 10

Prisoners, hidden rooms amongst the Hellion's buildings, perhaps checking up on rats close to the manticore, asking if he pays attention to the rats there.


Current Map

The Rats stay clear of Hellion's inner sanctum, however they can provide you with a detailed map of the upper lair.

The Rats don't climb up high enough to bother the manticore, and it terrifies them.

This is what the maps describe


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

Jarreck, let's assume I heal your HP Damage too over the course of the three days.

CL Wounds: 1d8 + 5 ⇒ (1) + 5 = 6
CL Wounds: 1d8 + 5 ⇒ (8) + 5 = 13
CL Wounds: 1d8 + 5 ⇒ (3) + 5 = 8
CL Wounds: 1d8 + 5 ⇒ (2) + 5 = 7

Once we are ready, the group plus Mr. Robot will go do some extreme protesting.


Current Map

So, did you upgrade the HD of the robot or not? If so I need to adjust his stats.


Male Ratfolk Alchemist 9 l HP: 57/57 l AC: 15 (21) [T: 14 (21/26), FF: 15] l F: +7 (+13 v P), R: +9, W: +4 l Init: +3 l Per: +15 l Bombs: 7/17

I will if we have the money. It's unclear to me if we do or not.

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