GMTrex's Kingmaker Campaign

Game Master Andrew Trexler

The Marchlands | Tactical Map | Strategic Map | Handouts | Quests | People Places Things | Campaign Tracking


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Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Unrak manages to save the top half of the zombie. Among its effects are:

+1 dagger
ring of protection +2
Spellbook

Spellbook:

fire shield
fireball, fly
acid arrow, glitterdust, mirror image, scorching ray
burning hands, mage armor, magic missile, shield

While Tess peeks at the spellbook, Unrak contemplates the task of transporting everyone across. Carrying folks individually will work only for those whose total weight (including gear) is less than your maximum load (230 lbs when not raging, I believe). Several in the party may fail to meet this requirement, and Xamanthe and Toth definitely will.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Unrak get the lighter team across and clear the door. Then let's get the rest across."


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 4/4 4th: 4/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

"Well done, Unrak. You certainly made short work of that zombie."

Bytor takes advantage of Unrak's offer and allows himself to be ferried across. He offers a helping hand as the light ones are dropped off on the far side.


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

This is where we could use a portable hole!!


John is embarrassed about his grocery shout. He cleans himself up a bit and swishes some water out in his mouth to clear the bile.


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

It takes a few minutes, but Tess eventually looks up from her study. "Do we have enough rope that could be tied together? Augrym, I know I saw you with a coil of rope the other day when you were packing your gear. Unrak?"

She studies the gap, seeing what may be the remains of a bridge. "Fifty feet, tied at either end, should allow us to make the slow climb across. If you can do that while my magic holds, using the rope from Augrym, we can get beyond this for now."

"Xamanthe won't be able to make that across, unfortunately. I can stay with her for now."


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Tess sizes up the 50-foot span between the torn bridge-posts, and thinks that it would indeed be possible to lash a rope between them. Packs could be slung across, and a careful climb could get one safely to the other side. With a rope, Climb DC to cross is 15, Acrobatics DC is 20. Neither Xamanthe nor Toth would be able to use this method.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Clear the door on the other side, perhaps Toth can clear with a jump."


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

Tess eyes the distance again. "That is nearly fifty feet. Are you sure?"

She looks to the others. "With another length of rope I could probably use the bridge posts to form a makeshift clothes line, ferrying packs across. It might make the climb lighter. But honestly, it should not be too difficult if you take care."
If you have a +5 or higher Climb I propose you Take 10.

"If you don't think you can make the climb, I have a spell that will allow one of you to climb. Let me know if you need it."
I can cast Monkey Fish


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Taranis pulls the party aside, "Wait, let me use this token. It is a shame to doom a tree to a dark death, but such is the will of Gozreh."

This still assumes the door is safe. Unrak, fly and give the all clear FIRST, then open, then...

Taranis then uses his token, seeking to activate it in such a way that the tree spans the bubbling tar, preferably such that branches aid traversing. He waits until everyone is ready, as the tree may sink, then he executes.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

In an instant, a mighty oak tree springs into existence and slams its crown into the far side. At the near side, the trunk is wide enough for a man to walk comfortably; at the other end, the branches of the crown offer only a minor obstruction. Even Toth and Xamanthe should be able to pick their way across, if careful.

This reduces the Acrobatics DC to 5 to cross (10 for large creatures). If everyone can make that with a T10, we can proceed.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Taranis and Toth easily make it across without issue!


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

With the makeshift bridge permitting a crossing, you are once again confronted with a door.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Can we retroactively handle the door? I've posted about it up thread (and in Slack), and real life has been kicking Augrym's butt.

Augrym listens at the door with Unrak before Taranis takes out his token.
Augrym: 1d20 + 17 ⇒ (6) + 17 = 23
Unrak: 1d20 + 11 ⇒ (12) + 11 = 23


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Deeming it safe, Augrym opens the door. The passage beyond turns north, then ascends a long, long staircase. At the end of the passage, you find two doors: one leading east, one west.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

The party advances up, checking both doors. If they're both clear, Taranis points the party west.

West:
Augrym: 1d20 + 17 ⇒ (1) + 17 = 18
Unrak: 1d20 + 11 ⇒ (9) + 11 = 20

East:
Augrym: 1d20 + 17 ⇒ (4) + 17 = 21
Unrak: 1d20 + 11 ⇒ (9) + 11 = 20


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Both doors appear to be safe. Taranis opens the western door. From the vantage of the threshold, the floor of the room beyond looks to be strewn with dirt and bits of bone; after a short ways, the room turns sharply north.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Edging towards the corner, you see that this crypt stretches into darkness to the north. The floor is strewn with rubble and the filth of opened graves. Sprawled on the floor near the northern end, you can just make out the form of a corpse.


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

"We've had enough surprise fights with zombies. Can I suggest we check the other door first before we walk down a hallway that will most definitely lead to a fight?"


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

"Yeah, that makes sense. Do it. Do it."


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

Moved the party on the map

Tess grips her sword tight as the party reverses direction to open the other door. She waits for something to spring out as Augrym swings the door wide...


Augrym: 1d20 + 17 + 1 ⇒ (12) + 17 + 1 = 30 If safe, he opens it.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

This door opens onto a short dais looking out over a large chamber. Thick pillars ascend to a forty-foot-high ceiling, while a wide stone staircase climbs to a darkened gallery above.

The true purpose of the chamber is apparent from the great stone table running across its center. Dozens of seats have been set about this massive affair and propped upon them is a feast of horror. Each chair holds the corpse of a human locked in its death throes, its mouth agape in
anguish, the top of its cranium brutally removed, and the brains within excised.

The pained faces are too difficult to make out from the distance of the door, but...


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

...but?


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

Unrak rumbles a growl, and inches forward, sword drawn, ready for the inevitalble trouble to spring...

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

[/b]"What is the nine hells is going on here?"[/b]


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

And indeed, it is inevitable. Before he can get close, Unrak quickly spots four dread zombies standing guard along the western wall. Curiously, they are not eating.

Initiative:

Augrym: 1d20 + 8 ⇒ (7) + 8 = 15 +2 if Surprise
Augrym: 1d20 + 8 ⇒ (5) + 8 = 13 +2 if Surprise
Bytor: 1d20 + 2 ⇒ (20) + 2 = 22
John: 1d20 + 6 ⇒ (2) + 6 = 8
Marc: 1d20 + 4 ⇒ (5) + 4 = 9
Taranis: 1d20 + 2 ⇒ (20) + 2 = 22
Tess: 1d20 + 7 ⇒ (20) + 7 = 27
Unrak: 1d20 + 3 ⇒ (5) + 3 = 8
Hostiles: 1d20 - 2 ⇒ (12) - 2 = 10
2d20 ⇒ (4, 3) = 7

Surprise
1. Unrak (86/98 hp)

Round I
1. Tess, Bytor, Taranis (49/74 hp), Augrym (69/81 hp)
2. Zombies
3. Marc (42/54 hp), John (43/68 hp), Unrak (86/98 hp)
4. Xamanthe


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

Unrak's instinct is to charge, and his weight shifts...but he thinks better of it. better to strike in force, all together, than to get separated & killed one by one.

Instead, he settles back, lifts his sword to a high guard, and prepares to swing on the first zombie that closes with him.

WARE!! Dread zombies west! Let 'em come!!

Ready action: attack first zombie in reach.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Unrak prepares to hold the line!

Round I
1. Tess, Bytor, Taranis (49/74 hp), Augrym (69/81 hp)
2. Zombies
3. Marc (42/54 hp), John (43/68 hp), Unrak (86/98 hp)
4. Xamanthe


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 4/4 4th: 4/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

Bytor quickly begins to inspire courage!

”Let the fires of might burn within you all and let that fire consume the undead who come forth now!”

Inspire Courage +2

He also draws his bow and prepares to fire.


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Taranis enters the room, "Get them bunched up, close together!" He then goes for broke with a vial of alchemist fire which he's been holding on to for too long: ATK v. Grey: 1d20 + 8 + 2 - 4 ⇒ (17) + 8 + 2 - 4 = 23 for Fire: 1d6 ⇒ 5


Large Animal Companion (HP: 83/83), Init: PC, AC: 23 T: 15, FF: 28 (Barkskin), Perception +7 (Low-light, Scent, F: +10, R: +11 (Evasion), W: +4 (Devotion), CMB: +11, CMD: 24 (28 v. overrun, trip)

Toth moves on his master's whistle.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Reflex: 1d20 ⇒ 14

The zombie just averts catching fire, though it is burnt.

Round I
1. Tess, Bytor, Taranis (49/74 hp), Augrym (69/81 hp)
2. Zombies (Grey @ 5 dmg)
3. Marc (42/54 hp), John (43/68 hp), Unrak (86/98 hp)
4. Xamanthe


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

Tess moves up behind Unrak, placing a hand and bolstering his strength.
"I just knew we'd see more zombies..."

+2 Str to Unrak for 2 rounds


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Unrak's muscles pulse with even greater strength.

Round I
1. Tess, Bytor, Taranis (49/74 hp), Augrym (69/81 hp)
2. Zombies (Grey @ 5 dmg)
3. Marc (42/54 hp), John (43/68 hp), Unrak (86/98 hp)
4. Xamanthe


Augrym slides into position behind the column and turns his weapon into an undead bane weapon of righteous indignation.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

The nearest zombie moves to engage Unrak, its heavy axe swinging hard for his helm. It crashes into the wall with a dull thud.

Battleaxe @ Unrak: 1d20 + 16 ⇒ (1) + 16 = 17 MISS

The others begin to close, with one circling around to a flanking position.

Round I
1. Tess, Bytor, Taranis (49/74 hp), Augrym (69/81 hp)
2. Zombies (Grey @ 5 dmg)
3. Marc (42/54 hp), John (43/68 hp), Unrak (86/98 hp)
4. Xamanthe


M Human Bloodrager 10 HP 115/115(145/145) AC 25(23) Rage 21/21 F 14 R 10 W 9 Init +7
Raging FA:
[dice=Attack]d20+15[/dice] [dice=Damage]2d6+18[/dice][dice=Attack]d20+10[/dice] [dice=Damage]2d6+18[/dice]
Spells L1:3/3 L2:1/2; L3 2/2

Current conditions: Str +1/+1; inspire +2/+2

Unrak shuffles forward, ducking under the WHOOSH of the greataxe, and lays into the huge zombie, hewing at thighs like a lumberjack against tree trunks!

Attack: 1d20 + 12 + 3 ⇒ (17) + 12 + 3 = 32
Damage: 2d6 + 17 + 3 ⇒ (2, 2) + 17 + 3 = 24

Attack, Destined Strike: 1d20 + 7 + 3 + 4 ⇒ (12) + 7 + 3 + 4 = 26
Damage: 2d6 + 17 + 3 ⇒ (3, 4) + 17 + 3 = 27


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Unrak delivers two telling blows! Blood and viscera spray in all directions. The zombie could not weather another assault like that.

Round I
1. Tess, Bytor, Taranis (49/74 hp), Augrym (69/81 hp)
2. Zombies (Grey @ 56 dmg)
3. Marc (42/54 hp), John (43/68 hp), Unrak (86/98 hp)
4. Xamanthe

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

delay until everyone moves please,
then bless on the group.
then moving into the crowd to get AoO if possible.

plan is to get the undead close for channel damage?

Attacks of Opportunity:

1st
attack on green: 1d20 + 11 ⇒ (2) + 11 = 13
damage?: 2d4 + 15 ⇒ (4, 4) + 15 = 23
2nd
attack on green: 1d20 + 11 ⇒ (1) + 11 = 12
damage?: 2d4 + 15 ⇒ (2, 4) + 15 = 21
3rd
attack on green: 1d20 + 11 ⇒ (15) + 11 = 26
damage?: 2d4 + 15 ⇒ (4, 1) + 15 = 20

Grand Lodge

Male Human Male Warpriest 8 (HP: 62/62), Init: +4, AC: 22 T: 12, FF: 20, Perception +6, F: +8, R: +5, W: +11, CMB: +8, CMD: 23

concentration check: 1d20 + 12 ⇒ (1) + 12 = 13


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Marc gets up to the front line and tries to get off a spell, but the right incantation escapes him.

Round I
1. Tess, Bytor, Taranis (49/74 hp), Augrym (69/81 hp)
2. Zombies (Grey @ 56 dmg)
3. Marc (42/54 hp), John (43/68 hp), Unrak (86/98 hp)
4. Xamanthe


    Round the First
  • Current HPs: 43/69
  • Inspired

John bolts through the doors and hooks to his right, then spins around and aims.... (grey)

Attack:
Deadly Aim; Manyshot, Clustered Shots with Adaptive Compound Longbow +3: 1d20 + 18 - 2 - 2 + 2 + 1 ⇒ (9) + 18 - 2 - 2 + 2 + 1 = 26 for 2d8 + 16 + 8 + 2 + 1 ⇒ (5, 3) + 16 + 8 + 2 + 1 = 35 damage.


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

John scores a hit! A fine hit! The first zombie falls. Xamanthe follows through the door to take up a fighting stance south of Toth.

Round II
1. Tess, Bytor, Taranis (49/74 hp), Augrym (69/81 hp)
2. Zombies
3. Marc (42/54 hp), John (43/68 hp), Unrak (86/98 hp)
4. Xamanthe


Large Animal Companion (HP: 83/83), Init: PC, AC: 23 T: 15, FF: 28 (Barkskin), Perception +7 (Low-light, Scent, F: +10, R: +11 (Evasion), W: +4 (Devotion), CMB: +11, CMD: 24 (28 v. overrun, trip)

"ROAR!"

Bite: 1d20 + 12 + 1 + 2 ⇒ (4) + 12 + 1 + 2 = 19 for DMG if hit: 1d8 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Left Claw: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30 for DMG: 1d6 + 6 + 2 ⇒ (2) + 6 + 2 = 10
Right Claw: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 for DMG: 1d6 + 6 + 2 ⇒ (5) + 6 + 2 = 13
Rake: 1d6 + 6 ⇒ (2) + 6 = 8


(HP: 91/91, Init: +2, AC: 20 T: 13, FF: 17, Perception +21**, F: +11*, R: +6*, W: +13*, CMB: +5, CMD: 18, Concentration +12 |Wildshape: 2/2 Zephyr Message: 1/1 Path to Refuge 1/1, SoL: 1/1 Redleaf Grove, Kinging

Fire: 1d6 ⇒ 5

Taranis casts guidance upon Toth and commands his friend to attack!


Female Half-Elf Eldritch Knight 10 | 80/80 HP | Init: +7 | AC: 20 T: 11, FF: 19 | Perception +12 | F: +10, R: +5, W: +9 (+2 vs Enchantment) | CMB: +9 | CMD: 22 (21FF) | Effects: None

Tess takes a step north and begins casting a spell, working through the various gestures to turn a human into a giant...
5ft step. Full round to cast Enlarge Person


Bard Level 10 HP 93/93| BP: 31/31 | Spells: 1st: 7/7, 2nd: 5/5, 3rd: 4/4 4th: 4/4| AC 20, Flat: 18, Touch: 12 | F+6 R+10 W+8 | Init +6, Perc +12, Diplomacy +20, Stealth +14

Bytor double moves across into the room while he maintains his inspire courage.

"Don't let their size frighten you, huntsmen! That only makes them easier to hit. The bigger they are, the harder they fall. We've got this!"


Kingmaker Tactical | Strategic | The Marchlands | Campaign Tracking | Liberation Points: 16

Toth tears into the second zombie as Tess, Bytor, and Taranis continue to bolster the party's fighting power.

Round II
1. Tess, Bytor, Taranis (49/74 hp), Augrym (69/81 hp)
2. Zombies (Purple @ 31 dmg)
3. Marc (42/54 hp), John (43/68 hp), Unrak (86/98 hp)
4. Xamanthe


Male Inquisitor 10 (HP 106/106), Init: +9, AC 25 (T 14, FF 24), Perception +21, Fort +12, Ref +7, Will +12, CMB+14 / CMD+24

Stepping towards the closest enemy, Augrym salutes with his "family's" sword and studies the targets around him.

Attack 1: 1d20 + 17 ⇒ (18) + 17 = 351d8 + 10 + 2d6 ⇒ (4) + 10 + (1, 3) = 18
Attack 2: 1d20 + 12 ⇒ (2) + 12 = 141d8 + 10 + 2d6 ⇒ (7) + 10 + (1, 3) = 21
Knowledge: 1d20 + 12 ⇒ (7) + 12 = 19

If I get anything out of that roll, please surprise me.

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