Grymp's Way of the Wicked Campaign (Inactive)

Game Master Zahir ibn Mahmoud ibn Jothan

Cardinal Adrastus Thorn * Thiadora * Grumplejack * Silken veil * Talingarde * Lower Caverns * Main Levels

Party Loot Spreadsheet

no combat:

Combat!!

Round: 1

Malleck: UP!!
Xeram: UP!!
Meinhard:
Aleksand:
Gertrart:
Donnagin:
Mordecai:

Summary of Important Posts:
I wanted to take a quick timeout to link back to a couple important posts that have info in them that you are still working on.

First are the three large posts that describe the vast majority of the Horn

Lower Caverns

Levels 1 and 2

Much of level 3

Next is Cardinal Thorn’s post where he described the mission, which is essentially to get the Tears of Achlys from Vetra-Kali.

And then you had info on the ritual and the rebuilding of the alchemical golem.

The Ritual

The alchemical golem

Also recall the oozes that you were going to get back to.

You've still missed some rooms on level 3, although I think you've covered levels 1 and 2.


1,351 to 1,400 of 4,628 << first < prev | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | next > last >>

Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

"That sounds like a good plan, Malleck"

Once all the lights are extingished or hidden, Taeral opens the door slowly and peers into the room.

He does a count of the Shrieker(s), gives a hand signal to the rest that can see in the dark of the count, and then moves slowly into the room toward the Shrieker(s) to take a strike position.

Stealth: 1d20 + 5 ⇒ (15) + 5 = 20

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2;


Roll20 Maps Loot

Taeral opens the door. You are entering through a door in the middle of the north wall of this 15x15 room. The room is entirely dark. In the southeast corner of the room you can see a single large mushroom just sitting there, loving the darkness and quiet.

There is a door in the middle of the west all.

Taeral starts stealthing towards the shrieker. Once he is within 10' of the shroom it commences a horribly loud shrieking sound.

I need Fort saves from anyone within 30' of the shrieker

Save DC 11 or take sonic damage of:

Sonic: 1d4 ⇒ 4

Taeral then rushes over and strikes the shrieker dead. Despite being dead, the shriek itself continues.

What would people like to do?

GM:

Shriek: 1d3 ⇒ 2


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Well that didn't go as I expected :)

Fort: 1d20 - 2 ⇒ (3) - 2 = 1

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2;


Roll20 Maps Loot
Taeral wrote:

Well that didn't go as I expected :)

[dice=Fort]1d20-2

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2;

Neither did that save I'll wager.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Nope... no it did not... LOL


Female Eidolon 5 AC 21 [T 13 FF 18] | CMB +8 | CMD 21 | HP 32/32 | Fort +4 | Ref +5 | Will +3 (5) | Init +3 | Percep +7, Darkvision 60 ft
Skills/Abilities:
Acrobatics 9 | Sense Motive 7 | Stealth 9 | Link | Share Spells | Evasion | Pounce

Fort save: 1d20 + 3 ⇒ (4) + 3 = 7

"Owwww!!! I thought you types could be sneaky!" Shade glares at Taeral.

"What was the lesson? Exposure brings death? Time to leave!"

She runs to the door and opens it to leave.

Move action to the door, ready an action for any trouble.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Safely out of range, Vosil winces as he hears the alarm. He hangs back, waiting to see what trouble they have attracted.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Taeral sees Shade's beak moving, but can't hear a thing other than the shriek.

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2;


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Xeram, like Vosil, chose to keep his distance to avoid sudden surprises.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

"Are my ears ringing or is that shrieking coming from another source? Gertrart waits for the heavies to proceed through the next door.


Roll20 Maps Loot

Shade throws open the door at your end of the corridor just as a number (unsure just yet) of wet humanoid figures tear down the door at the far end of the 15' corridor.

Knowledge (religion) to figure out what they are and such.

Initiative:

Taeral -
Solomon -
Xeram -

D -
Mordecai -
Gertrart -
Malleck -
Vosil -

Those in bold are up! The shrieking is still coming from the dead mushroom, so no chatting!!! And if you move up to be within 30' make your Fort save for shrieking damage. Once you save, or take damage once, no need to keep doing it.

GM:

Mordecai: 1d20 - 1 ⇒ (16) - 1 = 15
Gertrart: 1d20 - 1 ⇒ (15) - 1 = 14
Malleck: 1d20 + 1 ⇒ (9) + 1 = 10
Solomon: 1d20 + 3 ⇒ (16) + 3 = 19
Taeral: 1d20 + 4 ⇒ (18) + 4 = 22
Vosil: 1d20 + 3 ⇒ (6) + 3 = 9
Xeram: 1d20 + 2 ⇒ (17) + 2 = 19
D: 1d20 + 0 ⇒ (15) + 0 = 15


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Kn Religion: 1d20 + 1 ⇒ (9) + 1 = 10

Taeral swings his lute from across his back and starts to beat out a rhythm on it's back to help counter the shrieking effect.

Perform (percussion), Counter Song: 1d20 + 10 ⇒ (6) + 10 = 16

Well we'll see if this helps the others as they come closer.

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2; Counter Song (DC16), 1 rd;


Roll20 Maps Loot

Taeral they look like watery humanoid figures to you.

On the plus side, as this is a sonic Attack, this is an absolutely textbook situation for countersong, and a 16 beats the DC, so everyone can safely enter the area, but still please, no verbal communication as it's awfully loud in here.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

im sure the kid mentioned them...

-Posted with Wayfinder


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

Fort: 1d20 + 5 ⇒ (16) + 5 = 21
Mordecai winces as the shrieking begins, but isn't otherwise affected. Then he sighs as he remembers the boys words about what will happen next.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

kn rel: 1d20 + 5 ⇒ (6) + 5 = 11


Roll20 Maps Loot

Unfortunately an 11 is too low to succeed.


Roll20 Maps Loot

Waiting in Xeram and Solomon.


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Xeram isn't risking getting hurt by a shrieking plant. Which is what the muscled compatriots are for. ^^

"This is a new one, Malleck you can weed that shrieking thing safely this can't you?"

Xeram readies a jolt spell in case any of the humanoid things come close.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Gertrart looks at the humanoids, looking for the best opening to an tendon or artery.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

Taeral starts yelling something, but all the shrieking is blocking out the sound.

If you can read lips:
I have heard about these things from my grandparents... they are the Ulat-Kini!! We are lucky they don't have their tridents with them!!

Yes I know I did not make my knowledge check. LOL

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2; Counter Song (DC16), 1 rd;


Roll20 Maps Loot

So it turns out I have no real idea how to run Solomon. We'll have him delay.

The 4 humanoids come up the hall, each wielding great axes. With Shade blocking the hall, only the lead one can Attack Shade.

Greataxe: 1d20 + 5 + 2 - 1 ⇒ (16) + 5 + 2 - 1 = 22
DMG: 1d12 + 4 + 2 ⇒ (3) + 4 + 2 = 9

Shade, make a Fort save DC 12 or be nauseated for 1 round.

Taeral -
Solomon -
Xeram -
D -
Mordecai -
Gertrart -
Malleck -
Vosil -

Effectively all of you are up. Folks who went at the beginning of round 1 can go again, and I'll adjudicate so that the last people go first and such.


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

If shade has us bottle-necked how many to I provoke from to enter the room? With an effective HP in single digits, I will delay until I can get in without provoking AoO.


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

Knowledge (religion): 1d20 + 3 ⇒ (11) + 3 = 14
"...!" Mordecai tries to instruct his comrades, but his voice drowns beneath the horrible shrieking.

He moves closer, and draws power from his blood, making the floor slippery under the enemy.

Cast Grease, DC 17


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Xeram casts daze on the eager frontliner.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Yup. will just ready an attack action when he can swing, since the path is blocked


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

With the shrieking continuing, Taeral also continues his countersong.

With the corridor creating a bottleneck, he pulls out the extract Solomon gave him earlier and downs the contents.

Solomon's CLW Extract: 1d8 + 2 ⇒ (2) + 2 = 4

Free Maintain Performance, Move Retrieve Extract, Standard Drink

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2; Counter Song (DC16), 1 rd;


Roll20 Maps Loot

It's not you that are bottled up, it's them.

You are either in the hall outside the shrieker's room, or inside the shrieker's room. Off the shrieker's room is the corridor to the room the wet men, which Modecai identifies as "Draugr", came from. Shade is standing in the mouth of THAT corridor at your end, thus bottling them up.

You can have three of you fighting the lead one,but two of you will have a cover bonus to contend with, but really it seems a strong defensive position you're in to me, Shade saved the day by opening the door, otherwise the Draugr knock the door down and swarm the room.

D1 Reflex: 1d20 + 1 ⇒ (15) + 1 = 16
D2 Reflex: 1d20 + 1 ⇒ (5) + 1 = 6

D1 Will: 1d20 + 3 ⇒ (17) + 3 = 20

The first two Draugr in line drop to the ground in the grease, and the lead one is not dazed.


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Attack 1: 1d20 + 7 ⇒ (14) + 7 = 21
Damage 1: 1d10 + 4 ⇒ (6) + 4 = 10

The dhampir swings his sword at the creature!

-Posted with Wayfinder


Roll20 Maps Loot

Malleck gets a solid hot against D1.

Mordecai, Draugr are undead, so there's some info for you.

D1 - 10 DMG


Female Eidolon 5 AC 21 [T 13 FF 18] | CMB +8 | CMD 21 | HP 32/32 | Fort +4 | Ref +5 | Will +3 (5) | Init +3 | Percep +7, Darkvision 60 ft
Skills/Abilities:
Acrobatics 9 | Sense Motive 7 | Stealth 9 | Link | Share Spells | Evasion | Pounce

Shade's snarl of anger is almost audible even over the shrieking, as she claws at the remaining undead; aiming to make them just plain dead.

Bite: 1d20 + 2 + 3 - 1 ⇒ (20) + 2 + 3 - 1 = 24
Damage: 1d6 + 3 + 2 ⇒ (4) + 3 + 2 = 9

Claw: 1d20 + 2 + 3 - 1 ⇒ (5) + 2 + 3 - 1 = 9
Damage: 1d6 + 3 + 2 ⇒ (1) + 3 + 2 = 6

Claw: 1d20 + 2 + 3 - 1 ⇒ (7) + 2 + 3 - 1 = 11
Damage: 1d6 + 3 + 2 ⇒ (5) + 3 + 2 = 10

Confirm Critical, Bite: 1d20 + 2 + 3 - 1 ⇒ (16) + 2 + 3 - 1 = 20
Damage: 1d6 + 3 + 2 ⇒ (2) + 3 + 2 = 7


Roll20 Maps Loot

Shade needed a Fort save:

Shade Fort: 1d20 + 3 ⇒ (8) + 3 = 11

Unfortunately Shade is nauseated and can't attack.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Oh, I missed that! Grr.

Sensing Shade's distress, Vosil dismisses her back to the ether whence she came.


Roll20 Maps Loot

Did Malleck want to plug the hole then?


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

I can summon something to fill it next turn. It'll take a turn for the undead to get back up, anyway, being greased and all, so no harm done


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

No plugging, just making more holes in them. anywho, to give them a better shot, he will take her place, full defence. For a total AC of 24


Roll20 Maps Loot

Round 1 Recap:

Taeral - Start countersong
Solomon - Delay
Xeram - Cast Daze
D - moved forward, first one attacked Shade
Mordecai - Casts grease, D1 and D2 fall to the ground
Gertrart - Delaying
Malleck - Attacks and hits D1, and 5' step as...
Vosil - Unsummons Shade

At the end of Round 1, the shrieking stops. D1 and D2 are prone, the floor is greased for the first 10' in the hall, and Malleck is standing in the doorway at your end, but not Total Defense, as he had attacked D1.

Gertrart can still take a Round 1 action.

Round 2

Taeral -
Solomon - Delay
Xeram -

D -
Mordecai -
Gertrart -
Malleck -
Vosil -


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Xeram points his finger at the closest hostile, releasing an arcane bolt.
Magic Missile: 1d4 + 1 ⇒ (3) + 1 = 4

"There we go."


Roll20 Maps Loot

D1 - 14 DMG


Roll20 Maps Loot

Looking ahead a bit, and to keep things moving, when the Draugr go, the lead one will attempt to stand. That provokes from Malleck.

Attack 1: 1d20 + 7 + 4 ⇒ (8) + 7 + 4 = 19
Damage 1: 1d10 + 4 ⇒ (10) + 4 = 14

Malleck destroys D1!

D2 also attempts to stand:

D2 Reflex: 1d20 + 1 ⇒ (14) + 1 = 15

And falls to the ground.

D3 attempts to move through:

D3 Acrobatics: 1d20 + 0 ⇒ (18) + 0 = 18

And successfully gets to the front of the line next to Malleck.

The rest of the party can go too.


Male Drow Crime: Sedition Drow Bard (Demagogue) 8 | Hp 34/34 | AC 20/14/16 | F +2, R +12, W +6, +2 vs ench, +4 vs sound SR 14 | CMD 22/17 | Init +5 | Prec +1 Darkvision 120'

if there is room, Taeral moves up to the side of Malleck and attacks the Draugr, hoping to aid Malleck in his attacks.

Attack to Aid to Hit, Malleck: 1d20 + 2 - 2 ⇒ (2) + 2 - 2 = 2
Aid is unsuccessful, maybe next time

----------------------------------------
On Going Effects: Message (Gertrart, Xeram, Taeral), 20 min; Con Damage -2;


Roll20 Maps Loot

Plenty of room, still, a valiant attempt!


half-orc counterfeit mage 5 assassin 5, AC 15 (ff--), F: +8, R: +13 (+15 v poison), W: +5 ! crime: defile Perception: +12 (or +14) hp 75 of 75

Gertrart steps up next to Mallek and swings at one of the downed humanoids.
Falchion: 1d20 + 3 ⇒ (15) + 3 = 18, sliiiice: 2d4 + 4 ⇒ (2, 3) + 4 = 9 R1
Falchion: 1d20 + 3 ⇒ (2) + 3 = 5, sliiiice: 2d4 + 4 ⇒ (4, 3) + 4 = 11 R2


M Devil-blooded Tiefling Cleric (Fiendish Vessel) 3 / Sorcerer 1 / Mystic Theurge 6 | HP 89/89 | AC 9/9/9 | Saves F:+8 R: +2 W: +15 | CMB +5 CMD 15 | Init -1 | Perception +13(15) SM: +15(17) | Darkvision 60ft Crime: Arson

The grease keeping the pressure off the front line, Mordecai call Asmodai to guide Malleck's strikes.

Cast Guidance on Malleck, +1 on next roll


Male
VITALS:
AC: 23(31), T: 17, FF: 30; HP: 41/46 (DR 6/-); F:6 R:4, W:5 CMD 21 (29 vs BR/OR); CMB +10; Init: +1 ; Perc: +1
Fighter 7
SKILLS:
Acrobatics -11 (-15 to jump), Climb +1, Diplomacy +16, Intimidate +21, Linguistics +6, Lore (Urgathoa) +9, Profession (soldier) +11, Ride -1

Swing!: 1d20 + 7 + 1 ⇒ (18) + 7 + 1 = 26
Damage: 1d10 + 4 ⇒ (8) + 4 = 12

Mslleck takes a swing at the creature that is now standing

-Posted with Wayfinder


Roll20 Maps Loot

R2 Vosil?
R3 Taeral, Solomon, Xeram?

Round 2 Recap:

Taeral - Aid another on Malleck failed
Solomon - Delay
Xeram - Magic Missile on D1
Draugr - D1 attempts to rise and is cut down by Malleck. D2 attempts to rise and can't. D3 moves up to in front of Malleck.
Mordecai - Casts Guidance on Malleck
Gertrart - Swings at D3 and misses
Malleck - Swings at D3 and hits
Vosil -

Round 3

Taeral -
Solomon - Delay
Xeram -

Draugr -
Mordecai -
Gertrart -
Malleck -
Vosil -

GM:

D1 - 28 DMG
D2 - Prone
D3 - 12 DMG
D4 -


Human
Stats:
1 Sorcerer Hp 6/6 , AC 12/12/10, BaB +0, CMB+0, CMD +2, Init +6, Perc. +14 F+4/R+5/W+9

Xeram considers an electric bolt this time on D1

Ranged touch: 1d20 + 2 ⇒ (11) + 2 = 13
Zap: 1d3 ⇒ 2


Roll20 Maps Loot

I assume Xeram means D3, as D1 is out of the fight?

With shooting into melee and soft cover (Malleck), Xeram's blast will miss.


HP 53/53 | AC 20 (22 w/C.E.) [T 15 FF 15] | CMB +7 | CMD 22 | Fort +7 Ref +7 Will +3 | Init +5 | Percep +0 | Stamina 7/7 | Active conditions: None Kingdom Spreadsheet | Turn Summary

Vosil sighs at the inconvenience of the -temporary - loss of his soulmate and summons something else to aid him: a shadowy, insubstantial thing with... wings? The darkness and the thing's amorphous form make it hard to be sure.

Summon Monster I, standard action, duration 2 minutes - summoning a Shadow Eagle; summoned into a flanking position against D3.


Roll20 Maps Loot

That will put the eagle In the hallway, and I believe it gets an Attack. It is flanking with Malleck.

1,351 to 1,400 of 4,628 << first < prev | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 | 33 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Grymp's Way of the Wicked All Messageboards

Want to post a reply? Sign in.