JZ's Carrion Crown - COMPLETE! (Inactive)

Game Master JamZilla

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Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

This is starting to get harder! We should take stock when everyone is up and see how each person is doing.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

This one was close...

Liberty's Edge

Each of these prisoners presents a different challenge (Unless that wasn't obvious)


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

Hehe, quite obvious. And actually the last TWO were close...

Liberty's Edge

Well when you poke around abandoned, decrepit prisons with an infamous history which is supposedly haunted by seven of the most dangerous and psychologically deranged killers in the country... What did you think was going to happen?

You've seen horror films before, right? :p


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

I know I hit the deck again but I actually think this one was easier than Charlatan. It was only Jon losing it and the unlucky will saves that made it difficult.
By the way. I'm all out of holy water so if anyone has any sparw I could use it. Thats all I can do against these spirits.

Liberty's Edge

I agree. On paper the Marauder wasn't too tough and it was only the fact charlatan came out where he did that made that difficult.

When you found his body, his spirit latches on to the first person to touch him or the last to leave the room. He then gets up to his tricks the next time that person takes damage. Markus hadn't taken any until the burning skeletons which made that encounter very tough.


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

Fun though! Any more power points going? Could do with about 30!

Liberty's Edge

No


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

Ok, so depending on Davos feedback about the wand, Caradwen is taking:

- a Masterwork Longsword;
- a Msterwork Heavy Crossbow, along with those bolts;
- A potion of Cure Moderate Wounds

If no one else claims them that is - this is probably only to use in here, since it might make more sense to sell it all in the end, and get us some cash - we are taking all this back to town to sell, right? :D

Her move drops to 20' though :/


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

That's fine Cara, you can take the wand and everything else you wanted. I'll make a note and post the link tomorrow. Yes we will be dragging it all back to town to make some money finally.


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

I'll take a potion cmw if thats ok?


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

I've given everyone what they wanted/hand it out.
For loot check LOOT


Thanks dan

-Posted with Wayfinder


Wizard Evocation 15 | HP 107 | AC 17, FF 11, T 13 | Saves 14, 12, 14 +2 vs.enchant | Ranged hit 10/5 |KA 27, KD 17, KE 14, KG 14, KH 25, KL 18, KNa 19, KNo 14 KP 22, KR 25 | SC 25, Fly 15, Perc 3, Ling 17 | Initiative+3 | Spell Pen +21| Conc +22 Elf

Yea cara can have the wand


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

All. I'm gonna try to use the manacles next round. Votes on whether to go for Delphine or the hands? Answers on a postcard please!


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

If their linked to her, go for Delphine. I'll be fine in here, im safe from getting hit.


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

Good call Markus. By the way, for a cleric your will saves are rubbish! Lol!


She sounds absolutely horrific I would avoid touching her with anything save me instead

-Posted with Wayfinder


Just saw the picture on the map and I would not touch that thing with a reach weapon

-Posted with Wayfinder


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

I think my vote goes for the hands Sebastian ;)


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

If this grapple doesn't work I can't do much with these cuffs.


I'm sure if someone hits on her she will leave us alone


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

I dont want to tell people what to do... but one of you could help me out and i could really help in this fight.


Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15

I know what you are saying Markus but in this situation we can't afford to leave the fight to get to you, hopefully we can put her down stabalize Cara and then get you out.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

Thing is Markus, while there are paralyzed characters... One round can be a death sentence...

Liberty's Edge

Is my ruling on dragging too harsh? My rationale is in gameplay, I don't feel you can adequately defend yourself because it is such a distracting action.


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

I don't think so seems fair can only drag people like 5ft anyway so I don't really see the point anyway


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

J. I agree with your ruling. If you can't defend yourself then surely the action would provoke aoo. It is harsh sometimes but we should remember the same rule applies to foes. So if you decide not to apply the rule then we can't complain if we are denied an attack of opp. At a later date when the circumstances are reversed.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

My personal interpretation on dragging a fallen comrade has always been different, but again this is not about personal preferences. In any case, I've always considered something like:

GXB

G=Good Guy
X=Fallen companion
B=Bad Guy

If G approaches X from the exact opposite direction from B, and unless B has reach, G should be able to drag B along safely.

Now, I admit I never gave it much thought, but it seems to make perfect sense that B, even without reach, should be able to land an AoO on X, which in the end is even worse, so I don't know :D

I don't think your ruling is harsh at all, and I am coolo if we stick with it because one can always (wisely) assume that to drag X, G will have to somehow "handle" him, like grabbing his arms or something similar, which would most definitely meet the idea of G getting "into" X's square, and taking an AoO.

------------------------------------

@Morbar: Having you 5' away from your attacker is enough for me to heal you in safety. If bad guys see someone just kneeling there and healing the good guy they just took down, they only need a 5' step and they can full attack the healer. In most cases, being 10' away will at least prevent full attacks. Another issue is "getting up" - if I heal you right there, you will take an AoO just for standing up, whilst if 5' away, you will not.

And also, it makes more sense to drag someone away before healing them in RP terms :D


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

I do not agree with the way you ruled it in that battle for three reasons it would provoke an attack of opportunity and dragging someone would weight alot and you make you encumber so I would say you could probably drag them 10ft at the most since both dragging something and being encumbered would reduce your max speed, that not taking in to fact that drag is a combat manvouer that requires a standard action so you wouldn't be able to move up an drag back in the same round otherwise your getting three actions really moving up picking someone up and moving back it would be a round after I think. But I'm willing to accept it in this case because it means my charecters life but we should set the rule for future

@cara I know what you mean but with mindless foes and undead with life sense it would be pointless to drag me 5ft because they would just 5ft and full attack me anyway

-Posted with Wayfinder

Liberty's Edge

Dragging someone and moving with them is a standard action.

Drag rules wrote:
You can attempt to drag a foe as a standard action. You can only drag an opponent who is no more than one size category larger than you. The aim of this maneuver is to drag a foe in a straight line behind you without doing any harm.

So I think moving, grabbing someone and moving again as part of the same standard action is fine.

Also, dragging someone does not make you encumbered because you aren't picking them up. This is supported by the fact encumberance is not mentioned in the text of the manoeuvre.

Drag rules wrote:


If your attack is successful, both you and your target are moved 5 feet back, with your opponent occupying your original space and you in the space behind that in a straight line. For every 5 by which your attack exceeds your opponent’s CMD, you can drag the target back an additional 5 feet. You must be able to move with the target to perform this maneuver. If you do not have enough movement, the drag goes to the maximum amount of movement available to you and ends.

So from that I take it that you can drag up to a maximum of your movement assuming you beat the cmd by enough of a margin. In this case the manoeuvre is unchallenged so I think dragging up to half your base speed seems reasonable.

My issue is that the person dragging should provoke since they aren't defending themselves when they enter the ally's square to grab hold of them.


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

Fair enough about moving, I do think it should provoke since improve drag prevent the Aoo I don't agree with a frail bard dragging a heavy dwarf and all his equipment 15ft though I think that would be struggle for even a fight
E.g if I did the maneuver against myself and rolled 20 I would only move myself 10ft

Liberty's Edge

That's true but that assumes you are resisting. I guess it could be a manoeuvre just against a cmd of 10 with a minimum movement of 5ft regardless of the roll?


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

Is your CMD zero if your helpless? if so I suppose a cmd of zero would mean cara could move me full speed but I think you just lose strength and dex to it so it would still be 13 for me

-Posted with Wayfinder

Liberty's Edge

I think it would be zero since you cannot defend whatever the person was doing.


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

But that would mean a halfling wizard with 8 strength could bull rush a orc paladin in full plate 10ft off a cliff and that just doesn't seem right even if he is paralysed or dieing. Maybe its just me

Liberty's Edge

Race or class is irrelevant. That person with 8 strength can still drag 400lbs.


Using the table for carrying capacity someone with 8 strength can drag 80lb max times that by 5 but half it because hes small means max he can drag is 200lb so it would make no sense that he could just bull rush or drag that person because they were unconscious

-Posted with Wayfinder

Liberty's Edge

A small creatures carrying capacity is 3/4 that of a medium creature. In this case 60lbs x 5 = 300lbs. So in that scenario they could still do it unless the half orc weighed more than 200lbs (assuming 50lbs for armor and 50lbs for gear)

In any case, Cara is a human so doesn't suffer those unfavourable conditions.


No I know but I was saying why it doesn't really make sense to me but your the dm so just say your ruling and well leave it

-Posted with Wayfinder


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Just so you all know the loot you have.

Cara you have 1 undead bane last and 5 ghoust touch arrows.

Loot!


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

All. Some nice stuff there. Would anyone object to me taking the ring? I can dish out the damage in melee but have low ac for a front line fighter so increasing ac is sorely needed.


Male Aasimar Priest 15 | hp 122 | AC 19, touch 15, flat-footed 17 | Perc+32 | Fort+17, Ref+12, Will+21 | CMD+21

Won't be able to post must today, boss is down and will have meetings all day.


|| hp 82/99 || Bardic Performance (30/30) || Spells remaining: 1st(7/8); 2nd(6/7); 3rd(6/7); 4th (4/5); 5th (2/2) Human Female Human Bard (AD) 13/Fighter (LW) 2 CG | Init +6; Senses Perception +17 | AC 25, touch 18, flat-footed 20 (+5 armor, +6 Dex) Fort +10, Ref +16, Will +12

I'm fine with you taking the ring Sebastian.


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

Thanks Cara. Anyone else really want it? I'm happy to vote. On the other items: I say the sword has Morbar's name all over it. Or Jon if he can use it. Dagger is awesome and anyone could have it. Cloak doesn't help me cause I couldn't flurry but could help anyone else if they dont mind the spell failure. The necklace could be really useful too or it could fetch a good price for some one to buy something they really want.

On loot in general. I say we split everything equally at the end so people can stock up on their own items. If someone keeps an item then just deduct its value from their gp share and pass it among the others.
Eg: if the total net value of loot is 12000 and I wanted to keep an item worth 2000 then I deduct that from my share and everyone else spits it so in this example I would keep the ring and take no gold and everyone else would split the 12k between them. Any views?


Wizard Evocation 15 | HP 107 | AC 17, FF 11, T 13 | Saves 14, 12, 14 +2 vs.enchant | Ranged hit 10/5 |KA 27, KD 17, KE 14, KG 14, KH 25, KL 18, KNa 19, KNo 14 KP 22, KR 25 | SC 25, Fly 15, Perc 3, Ling 17 | Initiative+3 | Spell Pen +21| Conc +22 Elf

When we do tabletop we use percentages when it comes to splitting gold up. Example you get the ring Sebastian I get nothing when we split gold I would get a bigger share as you have wealth than me due to items. If that's the way we doing loot :p

-Posted with Wayfinder


Male Human oracle 15 Init +2, pcpt +14,Fort +13,Ref +12,Will +15,Ac 27,FF 24,touch 17,Hp 152,Skills history +6 planes +10,diplomacy +15,survival +14,religion +7,intimidate +12,fly +15

You take the ring Seb it's fine with me.
I wouldn't mind having the dagger if no one else wants it.


Male Aasimar | Monk 9 | Master of the North Wind | AC:23 (T: 17 FF: 20) | HP:85 | F:9 R:8 W:11 | CMD:21 | Initiative:+2 | HP:1 | PP:4 | Ki pool:13 | Skills: Escape artist, Perception, Climb, Sense motive, Stealth +10. Acrobatics +9. Diplomacy, Disable dev +8. Swim +6. Heal, Profession (cook), Survival +4. Fly, handle animal, intimidate, ride, sleight of hand +2.

Markus. I think the loot table needs to be updated but I can't edit it for some reason.

You have me down as having the following:
arrow of undead bane
3 flasks holy water
3CMW
1 lesser restoration
Shackles of compliance
Masterwork smith hammer

I don't have them - used all the holy water and the arrow. All the other items in this list (lesser restoration potion, shackles and masterwork hammer are party loot held in the sack).

Basically: I only have 1 CMW potion and the masterwork thieve's tools (and possibly the ring if everyone agrees).

Can you update the table accordingly?

Cheers mate.


HP 136 | AC: 25, FF 22, T13(+4dodge giants)| CMB +14 CMD +27 (+4vs bullrush and trip)| (Fort +13, Ref +7, Will +11)+2 vs poison, spells and spell like abilities) | Perception +4| Initiative + 2 | PP: (0) | Hero points (1)| Sanity (15)
Attacks:
+1 adamantine earth breaker +19/+11/+6 (2d6+9) masterwork cold iron light hammer +15/+7 (1d4+11) masterwork silver light hammer +15/+7 (1d4+11)masterwork composite longbow +13/+8 (1d8+4/×3) all based on power attack
Skills:
Acrobatics+10|Appraise+2|Heal+4|Know(dung) +7| Know(Eng)+12|Perception+4|Sense Motive+4|Survival+4|Swim+9|

Yeah I'm fine with you having the ring I would love to use any weapon other than this axe atm but nice loot haul jons dariness paid off

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