JZ's Carrion Crown - (Wake of the Watcher) (Inactive)

Game Master JamZilla

Map

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1d20 + 17 - 4 ⇒ (11) + 17 - 4 = 24

Zed carefully nudges the door open, scanning every dark corner as he enters.

Hundreds of candles fill this shop's shelves, lying in pale lumps of tallow and wax beneath years of dust. Several small copper kettles hang suspended from an iron rack over a brick hearth. Above the kettles, dozens of half-completed candles hang from iron rods.

On a nearby table sit a spool of twisted cotton thread, waiting to be measured and cut into wicks, as well as a variety of wooden molds.


Hazel stands careful watch outside. Through the mist, it is impossible to see any movement though she does hear definite movement elsewhere in the village though it seems unhurried and she is confident the group remains undetected.


Inactive

"I can hear...something...out there but they don't seem to be in any hurry," Hazel whispers. "Which is good. Means they don't know we're here, yet."


retired

Vala grumbles darkly under her breath as the group regards the mists and the empty candlemaker's shop, "I'd prefer a straight fight to all this sneaking around."


As they look around the chandlery, Zed and Vala (And whoever else goes inside) suddenly hear the stomping of dozens of feet, like soldiers marching extremely close by.

Hazel:

Standing outside keeping watch, you do not hear these stomping feet


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed moves further inside, feet soft and eyes sharp.

Zed will follow the rule of left, going further in until either something of significant interest catches his attention or until five minute elapse.

Stealth: 1d20 + 31 ⇒ (1) + 31 = 32
Perception: 1d20 + 17 ⇒ (12) + 17 = 29


Inactive

"Then after you, if you want to fight so bad," Hazel snaps before the filter between her mouth and her brain can catch it. "But I'd like to actually live to see tomorrow if I can so if sneaking around makes that more likely then I'm all for it, personally."


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Standing guard alongside Hazel, Vermundr lets his wolf in just enough to use its powerful senses.

Activating rage for a round to pick up scent. Any interesting scents to pick up on?


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kazamir stands very very still outside with Vermundr and Hazel, barely breathing, taking in every sight, sound, smell - or more estoteric sensation - that he can.

Just a general perception...
Perception: 1d20 + 16 ⇒ (18) + 16 = 34
Spirit Sense feat gives +5 to notice haunts - not included in the roll above.


I'm not sure if Constantin is in or out

Surprise Round - Enemy

Vala perception: 1d20 + 13 ⇒ (13) + 13 = 26 Success

Vala will save: 1d20 + 13 ⇒ (1) + 13 = 14 Fail
Zed will save: 1d20 + 10 ⇒ (1) + 10 = 11 Fail
Constantin will save: 1d20 + 8 ⇒ (10) + 8 = 18 Success

For Vala and Zed, the sound of boots grows ever louder until suddenly it is as if a dozen soldiers are suddenly in the building with you and yet you can see nothing!

Screams of fear ring out around you while grunts of exertion and howls of pitiless laughter accompany like some horrid orchestra.

Vala and Zed are suddenly seized by unseen hands and a woman's voice cries out NO! Please!!! But it is as if it emanates from each of their throats.

The trio are dragged helplessly across the floor and their heads driven down. To the rest of you who turn at the sudden screams, it appears they have just been thrown to the floor but to them they can see the spiritual hands of soldiers seizing them and pushing their hands down into bubbling, hot candle wax.

Fire damage for Vala and Zed: 8d6 ⇒ (6, 4, 3, 4, 2, 6, 2, 3) = 30

Surprise Round - Heroes (Vala and Kazamir only)


Vala and Kazamir hit the perception check to detect the haunt which means they can act in the surprise round


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Oh god I'm so sorry, you ninja posted right before I did. I didn't see the post about hearing a bunch of boots. I don't think it matters at all but after hearing sounds Zed would have tried to return and warned the party, but I think that's irrelevant with whatever we're currently experiencing. Also I've gotten 3 nat 1's recently, ouch.


That's cool Zed. This is a haunt and your first perception I rolled for you didn't pick it up


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Kaz's head snaps around toward the door through which Zed and Vala went.

"A haunt...!"

He moves to the door to see the form it will take.


The actions above where Zed and Vala were burned by unseen hands was the haunts manifestation Kaz. You know haunts are only harmed by positive energy


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

We'll call Kaz's surprise round action a move into place.


retired

Vala grunts and struggles as her earlier protections burn away. Tearing free from the unseen hands, she growls darkly, "Unhand me!" There's a burst of pearlescent light around her as she focuses a small bit of restorative power on the haunt.

Healing Hex (Will Save DC20): 2d8 + 9 ⇒ (8, 4) + 9 = 21

Status:

HP: 49/57
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 16
F/R/W: +7/+4/+13 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Healing Hex targets: haunt
Bone Ward targets:
Current Wandering Spirit: Bones
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: false life* [X], magic missile (toppling) [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (3+1+1*) | DC 19: bull's strength (extended) [ ], lightning bolt [ ] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [ ], fear* [ ], greater magic weapon [X], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [ ], slay living* [ ]

Ongoing Effects
Greater Magic Weapon (Vermundr)
False Life (self): 9 hours


It's been so long I forgot where we were!

The flesh on the faces and hands of Vala and Zed begin to bubble and burst, horrific black blisters of seared flesh erupt as unseen hands force their heads down into an invisible vat of hot tallow.

Then, struggle as she might, Vala is able to send a wave of healing energy out burning away the spiritual soldiers and their crying victim.

Combat Over

But... outside

With the cries of pain and rage from within, you also begin to hear stirring and muttered voices some way away. You can't make out what they are saying, but a moment later you hear footsteps coming toward you.

What do you do?


Inactive

Unsure of what's happening inside, but well aware that the noise has attracted the attention whatever lurks outside, Hazel grips her starknife tightly and ducks into the old building to see what's happening.

"What's going on!?" she hisses, upon seeing her companions but nothing and no one else. "Whatever's outside, it heard the noise - they're coming this way!"


I think we're back...?


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

IMW: 2d8 + 9 ⇒ (4, 7) + 9 = 20

Zed heals off the worst of the burns and moves to investigate the other sounds, still invisible.


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Ugh. This site has been a mess lately.

Vermundr levels his blade, prepared for who or what is approaching.


Perception DC 20:

Along the walls and ceiling of this building are dozens of strange symbols and glyphs, written in a careful hand using thick black ink

Spellcraft DC 20 or Intelligence check DC 15:

These symbols are very similar to the ones you saw weeks ago on the foundations of Harrowstone Prison. They are possibly for some kind of binding spell.


Round 1 - Enemy

What was that...? a voice hisses in the fog. Over there, it sounded like it was coming from near the forge!

You begin to hear the sound of several individuals moving around the back of the building.

Round 1 - Heroes

Map coming soon!


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Perception: 1d20 + 17 ⇒ (18) + 17 = 35
Spellcraft: 1d20 + 4 ⇒ (19) + 4 = 23

Zed's disembodied voice floats across the party. "Symbols on the wall, similar to the binding spells of the Harrowstone Prison."

At the sound of footsteps Zed hides inside the corner of the room, invisible and ready to strike.

Zed will strike the first mage-looking enemy that comes in, or else he will wait.


Map updated


Inactive

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

Although she's not able to immediately pick out the symbols and such that Zed describes, Hazel isn't inclined to question her sharp-eyed companion. But right now, there were bigger fish to fry. Starknife tightly in her hand she moves towards corner next to the rear door. As she waits, her weapon begins to glow with a soft green light...

Hazel moves to her current map position and activates her Holy Strike blessing as a standard action.


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr cautiously moves around the building to catch the source of the footsteps.

Stealth: 1d20 - 3 ⇒ (8) - 3 = 5


retired

Perception (DC 20): 1d20 + 13 ⇒ (8) + 13 = 21

Vala struggles back to her feet, her skin still scorched in a few spots where her magics hadn't protected her. She grits her teeth and hisses through them as the voices approach. She looks around the room and, unable to see either Zed or Vermundr, she brings a ward up around Hazel. There's a brief scent of decay in the air as the magics settle over the younger Desnan as the former history professor bends the lingering spirits of Feldgrau to Hazel's defense.

Hazel is now the beneficiary of bone ward! +3 deflection bonus to AC for 1 minute!

Status:

HP: 49/57
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 16
F/R/W: +7/+4/+13 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Healing Hex targets: haunt
Bone Ward targets: Hazel
Current Wandering Spirit: Bones
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: false life* [X], magic missile (toppling) [ ], spiritual weapon [ ] [ ] [ ]
Level 3 spells (3+1+1*) | DC 19: bull's strength (extended) [ ], lightning bolt [ ] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [ ], fear* [ ], greater magic weapon [X], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [ ], slay living* [ ]

Ongoing Effects
Greater Magic Weapon (Vermundr)


Inactive

Hazel shivers as the warding spell settles on her. She couldn't remember ever seeing Vala make use of magics like this and it unsettled her, even though she knew that not all things associated with death and decay were foul.


Kaz and Constantin, any actions before whoever-this-is turns arrives?


Round 2 - Enemy

The footsteps move around the back of the building, they make no attempt at stealth. You hear the back door creak on its hinges, a mournful cry of resentment.

Standing in the doorway is a skeleton wreathed in flame, it's eyes are pits of black with just a pin-prick of necromantic light behind them. Behind it you can see two more lighting up the darkness and somewhere beyond in the mist, the soft sound of chanting.

Round 2 - Heroes


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Zed bides his time.

Delay, if three of the flaming skeletons pass the doorway Zed will move past and go for the chanting.


Inactive

Though unaware of just where Zed might be lurking, Hazel knows that the skeletons are sure to see herself, Vala, or Vermundr standing just inside the doorway. She readies her starknife to strike as soon as the first one steps inside...

What *are* these things?

Kn. Religion: 1d20 + 11 ⇒ (5) + 11 = 16

Readied Attack:

Attack (+1 Starknife; Holy Strike Blessing, PA): 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 + 9 ⇒ (1) + 9 = 10
Holy Strike: 1d6 ⇒ 4

Attack (+1 Starknife; Holy Strike Blessing, PA): 1d20 + 5 ⇒ (2) + 5 = 7
Damage: 1d8 + 9 ⇒ (8) + 9 = 17
Holy Strike: 1d6 ⇒ 6


As soon as the door opens Zed and Hazel feel a blast of searing heat from the lead skeleton.

Any adjacent creatures at the start of their turn take 1d6 points of fire damage from a burning skeleton

Fire damage to Zed and Hazel: 1d6 ⇒ 4

Hazel, these are advanced burning skeletons. There isn't much to know beyond normal skelly stuff and the adjacent damage. When they die they also explode, dealing damage to anyone within 5 feet


Are we all back and checking gameplay?


INACTIVE - GAME DIED

Uuuugh I stopped getting notifications due to the outage and server migration.

As the skeletons approach, Constantin quickly decides that he has no real way to harm them and settles for bolstering his allies.

Haste, y'all.


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

I am here.


Ok great, waiting on the other half of the party to check in and post an action this round


Male Ulfen Bloodrager 9 | 94/94 HP | AC 19 T 11 FF 19 (AC 26 currently) | Fort +10 Ref +4 Will +8 | Initiative +0 | Perception +15, Sense Motive +0
Resources:
Rage 9/23 | Spells: 1st 2/3, 2nd 1/1
Zelda | 47/47 HP (0 nonlethal) | AC: 21

Vermundr grits his teeth against the oppressive heat and steps forward to smash the visible skeleton.

Primary (haste, arcane strike): 1d20 + 12 + 1 ⇒ (14) + 12 + 1 = 27
Damage: 2d8 + 7 + 2 ⇒ (8, 6) + 7 + 2 = 23

Iterative: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Damage: 2d8 + 7 + 2 ⇒ (1, 4) + 7 + 2 = 14

Extra Attack: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
Damage: 2d8 + 7 + 2 ⇒ (5, 6) + 7 + 2 = 20


Inactive

Here and I posted my readied action earlier - unless we're all up again?


No, waiting on Vala and Kaz. I'm not sure when to re-enact the '1 post per day or I move on rule' since we're all getting back into the routine of checking the boards


INACTIVE - GAME DIED

Maybe drop 'em a PM. I know that for several games I'm in, I stopped receiving "new post" notifications in Gameplay after the server maintenance.


retired

Vala gestures and, behind the lead skeleton, appears Petros' shimmering sword cane. It offers a brief nod to Hazel before it lashes out at the undead foe.

Spiritual Weapon (1st): 1d20 + 14 ⇒ (20) + 14 = 34for: 1d8 + 5 ⇒ (2) + 5 = 7
Spiritual Weapon (crit?): 1d20 + 14 ⇒ (18) + 14 = 32for an additional: 1d8 + 5 ⇒ (8) + 5 = 13
Spiritual Weapon (iterative): 1d20 + 9 ⇒ (2) + 9 = 11for: 1d8 + 5 ⇒ (1) + 5 = 6

Status:

HP: 49/57
Negative Energy Resist 5
AC: 14 (10 T / 14 FF)
CMD: 16
F/R/W: +7/+4/+13 (+2 vs death effects, energy drain, negative energy, & necromancy)
Monstrous Insight used: 0/7
Healing Hex targets: haunt
Bone Ward targets: Hazel
Current Wandering Spirit: Bones
Prepared spells
Orisons (4) | DC 15: dancing lights, disrupt undead, identify, read magic
Level 1 spells (4+2+1*) | DC 17: inflict light wounds [ ], know the enemy* [ ], magic missile [ ] [ ] [ ] [ ], produce flame (CL7) [ ]
Level 2 spells (4+1+1*) | DC 18: false life* [X], magic missile (toppling) [ ], spiritual weapon [X] [ ] [ ]
Level 3 spells (3+1+1*) | DC 19: bull's strength (extended) [ ], lightning bolt [ ] [ ], locate object* [ ], spiritual weapon (toppling) [ ]
Level 4 spells (2+1+1*) | DC 20: ball lightning [ ], fear* [ ], greater magic weapon [X], spiritual ally [ ]
Level 5 spells (1+1+1*) | DC 21: dispel evil [ ], lightning arc [ ], slay living* [ ]

Ongoing Effects
Greater Magic Weapon (Vermundr)


NG Male Human Investigator (Psychic Detective)9 lvl 1 spells 6/7 lvl2 5/5 lvl3 4/4 Insp: 10/12 HP 48/48 Init +0, Per +16 AC 18/14/18 Frt3,Rfx6,Wll8

Sorry, all, I lost notifications as well.

Kaz comes around the corner and sends a chunk of debris at the visible skeleton.

TK projectile into melee: 1d20 + 3 ⇒ (9) + 3 = 12
1d6 ⇒ 6


Zed reflex: 1d20 + 7 ⇒ (18) + 7 = 25 Success
Hazel reflex: 1d20 + 4 ⇒ (20) + 4 = 24 Success
Vermundr reflex: 1d20 + 4 ⇒ (1) + 4 = 5 Fail
Fire damage: 1d6 ⇒ 1

1 point of fire damage to you all

Vermundr's blade smashes one of the skeletons like a hammer. A single blow is enough to decemate the thing and send flaming bones scattering. Vala then sends the shimmering sword cane through the doorway to wrap another on the skull. The head comes clean off and the skeleton wanders about aimlessly for a moment before suddenly exploding!

Kaz flings a stone through the doorway bt it ails harmlessly wide.

Zed, there is nothing blocking the doorway. What do you want to do?

Round 3 - Enemy

Claw, Verm: 1d20 + 2 ⇒ (6) + 2 = 8 Miss

Ranged touch: 1d20 + 7 ⇒ (4) + 7 = 11 Hit
Damage: 2d4 ⇒ (1, 2) = 3

From out of the mist steps a woman dressed all in black. She continues her whispered chanting and then flings a small gobbit of acid at Vermundr where it sizzles painfully.

Then the double doors at the front of the building fly open and yet more flaming skeletons appear!

Fire damage, Constantin: 1d6 ⇒ 3

Constantin you take damage as you will start your turn adjacent to one of them

Round 4 - Heroes


Male Dhampir Inquisitor 12 | AC 28, Touch 14, FF 26 | HP 69/99 | F +13, R +9, W +15 (+2 vs disease/mind-affecting, -1 vs ability score damage/drain) | Init +7 | Perc +25
Buffed Stats:
AC 32 (+ Lastwall Phalanx), Touch 17, FF 29 | HP 69/99 | F +13, R +10, W +15 (+ Lastwall Phalanx)| Init +7 | Perc +25, See Invisibility | Freedom of Movement

Seeing their vulnerable backline being closed in on, Zed changes tactics. He leaves Verm to handle the caster and moves back, arriving out of the ether to club the first skeleton in front of him. As he does so he cloaks himself in defensive and healing magic, knowing he may be holding them solo for a while.

Attack (plus invis vs flat footed): 1d20 + 16 ⇒ (18) + 16 = 34
Damage: 1d10 + 15 ⇒ (3) + 15 = 18

Activating judgement, putting on healing (fast healing 4) as well as resistance (fire resistance 8).


Zed's club appears out of nowhere and the last thing the skeleton ever sees is it's iron-bound wooden shaft smashing down onto it's forehead before the skull is turned to dust.

Fire damage, Constantin, Zed: 1d6 ⇒ 6

Reflex DC 11 for half when you next post please


Inactive

With Vermundr blocking the back door Hazel turns her attention to the newest arrivals back at the front. She hurries to Constantin's aid, switching her grip on her starknife to strike with the flat instead of the blade...

Attack vs. Skeleton (+1 Starknife; Holy Strike, Power Attack, Haste, Weapon Versatility): 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 1d8 + 9 ⇒ (3) + 9 = 12
Holy Strike: 1d6 ⇒ 6
____________

Mobile posting, please move Hazel to the door!


Hazel bats the skeleton with the flat of her stafknife. Normally it would be largely ineffective to be used this way but instilled with holy power, it explodes against the thing's skull and it falls into a pile of bones.

Fire damage, Hazel, Zed: 1d6 ⇒ 3

Another DC 11 Reflex save for Zed and Hazel

EDIT: Just saw Zed was ineffectively immune

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