Giantslayer Clan Style (Inactive)

Game Master Chainmail

The Giantslayer Campaign as told from the Dwarf Perspective.
Map of Trunau
CURRENT BATTLE MAP


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Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

"What kind of trickery is this? Ambushed in the middle of the town and with the sun still high in the sky? It's conspiracy, no doubt. But as long as I have breath it won't suceed in bringing down Trunau!"

Then Yarask turns to Dolgrym and Tegnar:"Help Aggghhh, quick! And someone call Ogden, he's the best of us when it comes to healing!"

Yarask will want to speak with Halgra asap after he realizes half his clan has been murdered


Although Dolgrym and Tegnar had missed drawing blood on half orc assassin, they felt the time to do so again would probably come soon. As the dwarves gather, they may have been somewhat disappointed in the town security up to now, but the reaction to the midday raid is severe. Town guardsmen go on a house to house search looking for half orcs that may be 'suspicious'. People that trickle in from the Barterstones market are very upset, two half orc merchants are rudely searched for 'contraband' and return to their businesses very upset.

As the grim reality of the raid sets in, the four dwarves are congratulated by the townsfolk for driving off the raiders. When Omast arrives, he seems quite upset and looks at the half orc captive with disgust. He assures you that you want to have nothing to do with what will be a severe interrogation.

He returns at evening time to tell you the assassins were hired by a heavily face-tattooed half orc.

Player saves + ability damage:
FORT Tegnar/Aaagggh/Yarask: 1d20 ⇒ 141d20 ⇒ 31d20 ⇒ 14DEX: 1d2 ⇒ 1

Tegaar and Yarask prove dwarves are hardy and resist almost anything, Tegnar completely throwing off the effects of the wolf disease, and Yarask resisting the centipede venom the assassins laced their blades with, BUT the dwarf wizard once again feels the increasing ill effects of his bleeding disease.

As you gather for dinner the house to house search comes to the Ramblinghouse, and a party of ten guardsmen marches through the inn checking for greenskins or half greenskins.

The ceremony at the Flame of the Fallen next evening at sunset will include those who sacrificed themselves in the defense of Trunau. Omast believes that the four fallen are just the beginning and tough times are yet to come.

Aaagggh suffering from bleeding disease with -2 DEX damage -- Dolgrym has CLW wand with 16 charges -- Yarask and Aaagggh both down 13 hp


Aghh looks even worse than usual. Urf...I'm all broken down here. He hobbles about moaning like a sick cow.


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

Dolgrym takes the wand and uses it on Aggghhh and Yarask.

"Hopefully we won't need to fight any more today, but if we do best to be healthy."

CLW Wand Aggghh: 1d8 + 1 ⇒ (8) + 1 = 9
CLW Wand Aggghh: 1d8 + 1 ⇒ (3) + 1 = 4

CLW Wand Yarask: 1d8 + 1 ⇒ (7) + 1 = 8
CLW Wand Yarask: 1d8 + 1 ⇒ (3) + 1 = 4


Ah..thank you, that bloody disease is still making me all fumble fingered, but my insides are back on the inside. Auggh sighs and thumps the table. [b]Durn cutthroats, they got into the town and cut us down. We gotta stick together for now on.[b/] Augier slumps down, exhausted.


The next day dawns after a careful night on guard. The town seems on lockdown, and a guardsman checks in every hour. The world seems less threatening somehow you are level 2 -- make sure to level up hp=hd/2+1.

You plan your day's activities before heading to the Funerals at the Flame.

Let me know if you wish to do anything in town. Things will get pretty crazy from the funeral on.


I will get my character leveled up today

Augh will get himself up early and, with the rest of his clanmates, go shopping. HE buys 3 potions of CLW(150)

Should we pool our money for another healing wand? I bought those potions since I can't use the wand so we all need some healing.


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

"Without a healer, I agree we will need more healing items." Tegnar says still upset that so many assassins could get into the city and attack them in the streets. How are we going to survive without a healer or a rogue to take care of traps and locks?

I will buy 10 bolts to go with a crossbow from the assassins if we get to keep them.


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

As Yarask learns the fate of his clansmen his rage is terrible to see, and he threatens bloody murder to the captured assassin and his relatives. Even so he restains himself enough to allow Omast to take away the killer alive.

After that the dwarf's mood doesn't improve much as he demands to talk with Halgra and sort out the situation:"Half our newly reformed clan killed when they were at their most vulnerable and not a single guard able to intercept the assassins??? Something or someone wants Trunau gone. They killed Rodrick, and now they killed half my clansmen! Are you going to stay still until this is over!?!" he screams at Halgra when he gets the chance.

Sure Agghhh let's buy one, we are going to need it and we could also get the healing we need, we can't go oin with half the party incapacitated by disease


Aghhh tosses in 260 gp for a healing wand.


Temple:
2d20 ⇒ (1, 17) = 18

Yarask attempts to find the town headman, but only Omast is available, and shares outrage at the daylight attack. "We are searching the town and rounding up suspicious orc-blooded characters."

The temple has cure light wounds potions and holy water vials for sale, but no wands. The wizard buys three, as he wants to be prepared. The only wand is a wand of magic missiles --The complete list was in the market day section of town items

The temple also offers to heal the bleeding disease for a fee. The Clamor can make armor up to full plate if you place a 10% deposit, and Sara will make the armor as soon as it is available. She can make masterwork weapons and armor too.

When you proceed to the Flame of the Fallen, almost the entire town has come to the Funeral of the Four that fell: Rodrik, Boram, Dvalin and Ogden. The high priestess of Iomedae says a blessing and an inspiring speech. "Like the Flame that burns on this hill, the spirit of those that fight for evil will never burn out as long as we care for it. The crusade against evil has just began."

A ceremonial hopeknife is quenched in the flame, and once again this one is burning with a bright magic flame as it is handed to Brinya. At this moment, the crowd mostly jeers Brinya, calling her many names. Still, the priestess hands her the hopeknife, and when she does, you can almost be sure you see Rodrik's spirit, and that of a Halfling and two dwarves looking over the proceeedings.

As the sun sinks below the horizon, the peaceful evening is
shattered by the brazen calls of signal horns. Shouts and screams
from the town’s lower quarter join the clamor, followed by a
crash as an airborne boulder smashes into one of the guard
towers. Trunau is under attack!
When the raid begins, the solemn atmosphere at the
Flame of the Fallen transforms into a chaotic race to
prepare Trunau for attack and protect its citizens. Patrol
Captain Jagrin Grath and Omast Frum immediately rally
the nearby guards and take command of the town militia to
repel the invaders. Those residents capable of fighting stop
what they are doing and head to the walls, while the town
leaders hurry noncombatant townsfolk into the Longhouse
for safety. The Battle of Bloodmarch Hill has begun!

Kurst Grath immediately approaches Yarask and speaks with passion: "Your success in investigating Rodrik’s death has made you de facto members of our militia, and we need your help in defending the town. Can you light the beacons kept in readiness in various locations
around town???—I’ll need to assemble other militia
members to thwart the attack, and you are already an
organized group, so you can move more quickly."

He emphasizes his instructions with a finger, then three as he pleads:
"First, you must light the beacons at three key locations around town: the Commons beacon (area J), the inner gates beacon (area K),
and the Hopespring beacon (area M). The Flame of the
Fallen (area I) is already lit from the funeral, but if
we are to have a chance in this fight in the
dark, the other beacons must be lit as well!!"

He holds up a second finger and continues: "Your secondary objective is to secure as many areas as possible as they make their way to the beacons. While slaying attackers is helpful, it’s even more important
for you to rescue townsfolk from danger. For now,
direct anyone you find in the upper quarter to head to the Longhouse (area C) to take refuge or rally with the other defenders!!!!"


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

Yarask nods and points towards the commons:"You heard the man! Let's give these orcs something to die for, our fallen clan-dwarves demand it!"

Proceeding for the commons beacon at full speed, I'd like to buy a masterwork earthbreaker if possible in the time span before battle"


Augh is disappointed with the lack of a wand but shrugs it off and joins the others.He is grateful for the curing of his disease and when the attack starts, he casts Mage Armor(+4 AC 2 hours) upon himself.

Time to rack up some orc corpses!


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

"They aren't giants but it's time to crush some orc skulls." Dolgrym then pulls out his warhammer and light warhammer. "For the Community! For Torag!" and runs to follow Yarask.


The pesky bleeding disease takes some time to cure as it has gotten to quite an advanced stage. Aggghhh has to spend 375 gold to get the disease healed. And the high priestess rolled a 1

The Clamor has no masterwork earthbreaker, but can take an order to make one. They do have a masterwork greatsword, long axe, and glaive for sale. They also have a masterwork agile breastplate for sale.

Many of the townsfolks give you a cheer as you grimly set out for the beacon. Dwarves do not sprint, but they can be seen to hustle.


Aghh..Will have to wait on paying the priestess since he doesn't have enough.


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

Tegnar readies his dwarven waraxe and shield as he follows the others to the commons. "There's been enough dwarven blood shed, now it's time to make the orcs pay!"


Because it is visible from nearly all sides, the Commons
beacon is the most important beacon in upper Trunau
(apart from the Flame of the Fallen). It is also the closest
beacon to the Flame of the Fallen, and when you arrive at the Commons
beacon, a lynch mob has formed around Brinya Kelver, led
by a man in cleric robes decorated in the silver keys of Abadar.
He is just finishing an inciteful speech: "This harlot
has softened the best warrior among us, taken his attention
and now his valuable life from us. She must be silenced!!"

You immediately sense a riot is forming. Many hopeknifes have already
been drawn, and Brinya tries to withdraw, but the mob is encircling her.
Tensions are high, and the townspeople are ready to do something......

The ringleader seems to be an older clerical scholar with great authority and conviction, and has whipped the crowd into a frenzy. You consider appealing to him, the crowd itself, or using raw intimidation before violence ensues. On the other hand, Brinya is a half orc.

The half orc recognizes you, and looks at you with pleading eyes as the crowd seems poised, waiting for final instructions from the cleric.


Augier wiggles his pinky in his nose. We got business here? I mean these good folk of the town need to get to safety and all but maybe they should vent their anger and all.


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

"Mob justice, isn't justice. Especially not with an attack ongoing.

Any of you that are members of the militia have been ordered to your posts. Delaying to take the woman's life, the woman one of your leaders loved, only will allow this towns enemy's in to do more damage here. The rest of you get to shelter, loitering here to kill this woman, may cost you your life as the orcs attack. Your life isn't worth it. Let's get moving!"


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

Not in the mood for talks and pleasantries Karthak marches grimly towards the aged cleric, and stops a few paces from him, then he raises his newly bought greatsword:"Disperse!" he whispers pointing the tip of the balde at the man's throat.

"This' be the only half orc I'm sure about here in Trunau, and she's no killer. She loved Rodrick Gath and Rodrick Gath loved her and she's innocent. But that's not what matters most: what matters is that Orcs are sieging the town and you are squandering time and resources trying to lynch your fellow citizens. That's unforgivable. You want to kill orcs? There's plenty out there, and you are more than welcome to do your part, but you leave the few good ones like Brynia here be or I'll cut you down like the rabid dogs you are proving to be. Just yesterday I lost clanmates to teh blades of orc assasins, yet I still know the difference between justice and criminally stupid idiocy in the face of annihilation! NOW SCRAM OR DIE, YOUR CHOICE!" finishes the dwarf with a roar.


The cleric raises his arms. "These dwarves going soft too. Show 'em who decides what happens in your town."

The town does not seem to be backing down. Two reach to hold Brinya helpless, one hope knife blow will be fatal. "We purge the green one first!!"
Diplomacy/intimidate/physical action vs ring leader or townies needed


Don't be going rioting! If'n we fight each other, the orcs will sweep this town away and everything you fought for will be for nothing

Diplomacy: 1d20 - 1 ⇒ (5) - 1 = 4


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

Intimidation check: 1d20 + 1 ⇒ (14) + 1 = 15

"Think very carefully on what you are doing. I don't want to maim your lot but I will do it if you force me..." says Yarask, preparing to attack.

"these idiots! Fighting among ourselves when we have an orc army at the door?!?!"

If the initimdate attempt fails Yarask will fight to defend Brynia, she might be an half orc but Rodrick (and his ghost) proved they loved each other, she's not the culprit imo


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

"If she is guilty, she will be brought to justice. If you murder her, so will you," Tegnar scowled at the mob.

Aid intimidation (Yarask): 1d20 - 1 ⇒ (3) - 1 = 2

lol, not very convincing. Must be selective hearing - all they heard was she guilty.


And so the brave city of Trunau was doomed by surly dwarves


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

"The so called servant of civilization will be the first one down if you try and harm the woman!"

Intimidate Aid: 1d20 - 1 ⇒ (17) - 1 = 16


The townfolk balk at the threats of Yarask, and the dwarves scatter the townsfolk to the five winds when a huge thunderous explosion gets everyone's attention. Chief Defender Halgra arrives and gives you a smile as she points to the cleric and some of the ringleaders. "Get your a$$ to the longhouse, now!!" She gives you a nod as she moves briskly on.

You light the beacon, quickly getting to flame with a lit torch or the campfire bead. Two more to go. Brinya approaches and bows in gratitude. "Thank you for saving me. You may need this more than me." Brinya hands you her hopeknife. It appears to have been enchanted as all hopeknives that Rodrik has been involved with (has the magic properties of Rodrik's and Brinya's love detailed previously).

You head to the inner gates beacon.
The inner gates beacon is a relatively easy objective to
reach, and the guards at the gate raise the portcullis to
allow you to enter the inner quarter, shutting it after
you. You move through two twenty feet high crenelated towers that span the portcullis. These towers can be entered only from upper Trunau, through doors in their southern walls. Secondary doors in both towers lead to the connecting curtain walls. Each of these towers
contains a mechanism that can independently lift the
southern gate portcullis. Conditions on the other side of the gate contrast starkly with those in upper Trunau. Twisted Nail orcs have already wrecked much of the inner quarter, utterly destroying the wood pile readied for the beacon, setting fire to multiple buildings, toppling fortifications, and slaying many townsfolk.
Kurst Grath appears, leading a squad of stalwart Trunauan militia members. Kurst shouts to you: "Secure the inner quarter as you make your way toward the final unlit beacon near the
Hopespring (area M). We are under heavy attack, the
inner quarter may well fall to the raiders if order is not restored. I'll lead a sortie from the town to drive “that thing” that’s throwing boulders at the town closer to the walls so Trunauan archers can hit
it!!"

Moving from the beacon, you come upon a first aid station.

A makeshift barricade has been hastily constructed before the
inner quarter’s southern gate. The barricade is already covered
in the spilled blood of raiders and innocents alike, and several
victims of the bloody fight are strewn about the ground north of
the barricade.

Members of the temple of Iomedae and the Countinghouse of Abadar are treating townspeople for wounds in open triage. Two acolytes look at you, and seem to move on to more wounded townsfolk.

Map to follow for the inner quarter -- Funeral was at I -- you stopped the lynching at J -- and moved through the two southern towers to the beacon at K and move to L now on the Trunau map.


Augier nods to Kurst and hup-hups with the others through the gate. Looks like our evening is going to be full! No time to waste! Augier grips his spear.Ah bloody ell! orks screwen everything up!


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

"Yes Augier, they do, but no matter we've got clanmates to avenge and they are providing us the means to do exactly that. We should be thankful, really!" snorts Yarask eyeing the inner quarter and the enemy positions.

"You heard the man. Let's secure this place!"


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

"Let's keep moving. My axe is ready to chop up some orcs," Tegnar says as they continue to move through the area.


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

Sorry, was waiting on a map.

Dolgrym looks around and see the utter chaos of the area. "Let's move through this area as best we can, looking out for those we can help on our way to the last beacon. We can bring any injured back here. Who shall take the lead?"

Dolgrym then places his hammers on his belt and readies his longhammer.


I can take second rank and jab with my longspear!


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

Waiting on map and GM post. I can go first or last, although with a 20' speed, first may be best with Yarask bringing up the rear with his 30' speed.


Map is updated, and I put Yarask on it.

Moving past the first aid station you arrive at a well in the middle of the square.

The stench of death hangs over this small square in Trunau’s
inner quarter. Bodies of all kinds—orcs and humans, men and
women, children and the elderly—lie scattered across the
cobblestones where they fell. Veins of watery blood crawl from
the base of the well in the center of the square, spreading from
the limp body of a slain Trunauan guard draped over the side of
the well. A rare moment of silence on the battlefield accentuates
the sounds of crackling flames in the distance and the steady,
hollow drip of blood into the well.

Looking north to a large burning building.......
Long flames lick the walls of this sizeable house, and burning
beams crumble to the ground beneath the weight of the
sagging roof. Though the front entrance remains accessible for
now, the conflagration rages beyond control, threatening the
lives of any residents that might be trapped inside.


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

"Let's check the house quickly for anyone trapped there. We need to save all we can."

Dolgrym then walks toward the house.


Aye, let us hurry.


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

"Agreed" says Yarask leading the way, greatsword firmly in hand.

Which is the burning building exactly? Also let's stay togheter now, we don't need other ambushes where the baddies gang up on one of us left alone


Approaching the building, you find a female dwarf exorting you to help Sara Morninghawk, the resident blacksmith who is trapped under burning beams of wood.

You have stumbled upon a somewhat interesting arrangement, as the dwarf and half orc females are much more than friends.


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

"Let's get her out! Be careful not to drop it on her further."

What do we need to do to free her?


Huh. Help the race traitor.


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

Yarask just grunts and moves near the fallen beams searching for a place to lift them safely.

What kind of check do we need? Perception to locate a safe space? Fortitude to resist the heat? Strength to lift the beam?


Dwarf Fighter 3 HP -4/32; AC 20; T 12; FF 18; F +5; R +2; W +2; CMB +7; CMD 18; Speed 20ft; Init +1; Perc +4 TPK

Is there a rope and bucket for the well? Can Aggghhh use Ray of Frost to cool the beam and any areas of fire in our path?

Also, I'm getting an error when I try to paste my token so for the moment, I'm the blank square. I'll try again later.


Augier just sighs and goes to help.


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

Yarask tries to find a spot where to start to pull the beam free and help salvage the half orc smith.


As you enter, you realize the house is full of smoke Every round FORT DC 14+round number required -- 2 consecutive fails = 1d6 nonlethal. Futhermore, three orcs have followed you into the structure.

It will take two additional bodies to help free the blacksmith, who is unconscious and bleeding out. Tegnar reacts before the orcs, who are ready to come in and make the job even more difficult.
Two full round actions required by two + dwarf to free her

Aaargh 1d20 + 2 ⇒ (6) + 2 = 8
Yarask 1d20 + 2 ⇒ (5) + 2 = 7
Dolgrym 1d20 + 4 ⇒ (5) + 4 = 9
Tegnar 1d20 + 1 ⇒ (17) + 1 = 18
Orcs1d20 + 1 ⇒ (16) + 1 = 17

ORDER
Tegnar

Orcs
Everyone

Tegnar is on map. Everyone else is inside the structure--sticking together :-)


Improved Init for level 3 feat for sure!


Male Dwarf Barbarian 03 HP: 38/38 | AC:17 | T:12 | FF:15 | CMB:+6 | CMD:18 | Fort:+6 | Ref:+3 | Will:+2 | Init:+2 | Perc:+7 | Sense Motive:+1 | Rage: 11/11

"Blasted orcs! Let's finish them quickly! And Augier... please try to help the smith before she bleeds out!" yells Yarask preparing to fight off the orcs

I doubt any of us has heal, right?


init dwarf: 1d20 ⇒ 2
The dwarf shakes her head. "Two fight the orcs, two help me save Sara."


Male Dwarf Ranger 1| AC 18 T 11 FF 17 | HP 13/13 | F +4 R +3 W +2;+2 v Poison, spells and SLAs| Init +1| Perc +6

Dolgrym moves in to help, "You two hold them off till we free her then we'll help you." He then pulls the wand of cure light wounds and uses it once on the trapped blacksmith.

CLW: 1d8 + 1 ⇒ (4) + 1 = 5

Fort Save: 1d20 + 5 ⇒ (6) + 5 = 11

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