Jammin's Takeover Way of the Wicked

Game Master YanJieming

Map of Talingard
Party Gold / Items


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Grumblejack looks at Kharn and smiles. He points to Kharn and heartily says, "Grumblejack like you little 'un. What should Grumblejack call you? You probably think Grumblejack is pretty smart. Grumblejack had to be smart to steal money from the little 'uns. Grumblejack learned the little 'un language." He leans in closer and whispers to the group. " Make sure to keep it down, dem don't like loud noises. Grumblejack sneeze too loud one time. They almost blew the signal horn. To get more little 'uns."


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

Kharn makes sure to whisper back to Grumblejack.

"You can call me Kharn. You are pretty smart Grumblejack for learning our language to steal from little 'uns."


HP 10/10 | AC 11 | T 11 | FF 10 | CMD 13 | Fort +3 | Ref +1 | Will +4 | +1 vs. divine spells | Init +1 | Perc +2

Zephys glances at the veil for a moment before his eyes widen and a maniacal smile fixates on his face, "Do you know what that is? That is the key to our desires. Bright freedom and bloody revenge. I can use that to remove items of use to us. Pass it here and I will show you how it works. Can any of you work a lock if given the tools?"

He looks at the ogre, "Well, sir Grumblejack. Seems we're going to vacating this place soon. Hopefully hurting that Sergeant on the way out. Would you like to come along?


Grumblejack's ears perk at the mention of freedom, then in the flash of a moment. He stands up. The chains holding him in place look as though they are about to buckle, yet still holding true. His eye glaze over for a moment. All you can here is a low grumble emitted through his grating teeth.

"Grumblejack....kill"

He then quietly watches the party impatiently, thinking hard. Probably wondering how a piece of cloth could give him the chance to seek vengeance.


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

"Easy there big fella. We will get you out of there. Got to stay quiet a bit longer yet. Think of what you want to do to the guards while we work on escaping. Remember your dreams but keep silent." Eryan tried to calm the big ogre.
Diplomacy: 1d20 + 9 ⇒ (11) + 9 = 20


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Perc.: 1d20 - 1 ⇒ (13) - 1 = 12

"Well met Grumblejack.. your assistance is most welcome as it appears we might just have a way outa here.. A signal horn you say? Well thats no good, we must silence the carrier of it first.. Well that is if someone knows how to use those lockpicks.." He looks on impatiently, waiting to be released from his bonds..


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Perception for Grumblejack: 1d20 - 1 ⇒ (2) - 1 = 1

In barely a whisper Argan addresses Zephys
"Really? And why are talking so loud then? Are you sure you're not gonna break it like you did to your woman?"
He takes another look at the Silk, wondering again if he can use it somehow, but if he cannot he will try to pass the silk to Zephys if that's even possible.
"I can pick a lock if I have any tools, even a claw will suffice."

He then addresses the Grumblejack, seeking other noise to cover theirs.
"Grumblejack, we need you to tell me your life story. Can you do that? Don't need to be so loud, but more than a whisper is what we seek. And also, what's that about the signal horn?"

I am just trying to make him talk to cover our own noises, not that you need to create a background for him ^_^


HP 10/10 | AC 11 | T 11 | FF 10 | CMD 13 | Fort +3 | Ref +1 | Will +4 | +1 vs. divine spells | Init +1 | Perc +2

Zephys smirks at Argan as he takes the veil, "This is a thing of magic, not of weak humanity. Observe." He opens the veil studies it for a moment, looking at the symbols. Finally he reaches a hand to pluck at the stitching and when his hand withdraws it holds a small set of tools. "There are weapons and other things in here which will aid in our escape, but a veil is easier to hide so we should wait until our shackles are loose before we attempt to remove the rest." He passes the tools to Argan and tucks the veil into his rags.

Looking around, "While Argan works to free us let us discuss our skills. There are two daggers in the veil. They should go to the most martially inclined among us. There is a holy symbol of the devil god if any of you gain divine power from such a thing. There is a small pouch of materials which can be used in spells. I'll be claiming that. There is also some gold and changes of clothes which will be useful when we're free of here. The remainder are items which may come in handy later: a rope, a window which can be placed on any wall, and a lantern which personally I have no use for. I've grown... accustomed to the dark."

They are masterwork thieves tools.


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

Kharn smiles at the Zephy's words.

"I'll take a dagger."

Looks like somebody wants to help us. I wonder who that lady was?


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

"Im pretty good with a blade, even though its normally larger than a dagger.. Regardless ill take one of them till i find something larger.. perhaps the guards weapons.. We absolutely silence the one with the horn first.. Argan when you went out earlier did you happen to see which guard has the horn?"


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Hopefully I did see, but I plan on bringing both of them inside if we can. I'll wait for the Ogre's answer about the signal and until he begins talking, if he will.

Also, can we get a layout on the cell and its whereabouts?

Once again, in barely more than a whisper he addresses the party.
"Here is the deal. The drow is the one farther to the door, so he will start making noises and saying things to piss the guards off, and they are really short tempered as we could see. I'll open the locks and spread the daggers out, but we will remain in prisoner's position, with the manacles over the places they should be. We wait until the guards come in to beat the drow, wait a bit until they get relaxed doing it, then attack all at once," - he checks again to be sure the guards are still talking outside and waiting for other comments about it.

I would proceed but let's not make this a Single person game, right?


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

Kharn nods.

"Simple plans are the best for now. Vlad, and I will go after the man with the horn first. Hopefully he will be the one to walk in. If not then I will go after the one beating the drow, and Vlad will have to deal with the horn carrier."


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Vlad nods at the plan.. "ill go after the horn user.. Perhaps i should just take him ot the ground over stickin with the dagger.. If the dagger strike doesnt kill him than we could be in trouble.."


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

That's a bad plan if I ever heard one... Tell them to attack as soon as the guards come in. If you are beat up and weak they can easily leave you behind as a distraction while they go free.

Eryan lifted his head and regarded the cloth before speaking. "Tell me, would you be the one to have your hands full dealing with a prisoner if you held the horn? If they came to deal with us the one with the horn would not be first in. We need to all get free as quietly as possible, then surprise them. I happen to have a way to stop them sounding the horn. If the rest of you can silence them quickly after that, little sound should reach the rest of this place."


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

I wonder what Ogre's blood taste like..

Snapping out of thought.. "If you have a way to silence him by all means do so.. We have but 2 daggers, Argan you take the other.. I have a nice set of teeth that ill work with.."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Ha, like I would ever give you a dagger and have none...

Argan smiles with the thought, looking at Vladamir.
"Teeth? Sure, why not, but don't worry about it, if he is distracted a precise thrust will decollate the man. Tell me, are you a vampire?"

The cell has a locked door, right?


Grumblejack seems a bit confused about the request to tell you his life story. "Grumblejack don't know why little 'un wants to know about Grumblejack at time like this. If Grumblejack can help by telling Grumblejacks story, Grumblejack tell you story." The ogre then continues to tell the group about many things that include a romp with a beautiful ogress named Wendyface.

on the map the door to the south is the one the guards are posted at. The signal horn was actually lying on the table next to the guards outside the door.

@Argan: Which question was asked about the horn to the ogre?


@Argan correct, it's locked. As for passing small items, passing them around should be easy enough, so don't worry about it.


HP 10/10 | AC 11 | T 11 | FF 10 | CMD 13 | Fort +3 | Ref +1 | Will +4 | +1 vs. divine spells | Init +1 | Perc +2

Zephys sighs and shakes his head, "Are you planning on waiting until after we're executing to free yourself? I've had enough of sitting around." With that the man suddenly vanishes from existence, the chains falling to the ground. He instantly reappears a few feet in front of where he had been standing and rubs his wrists absently, "A bit rash of me, but I grew weary of those things." He calmly withdraws the veil from his rags and begins removing a few items. First, he removes the two daggers, handing one to Kharn and the other to Argan. Next he removes a large sack from which he pulls five sets of clothing. He sorts through them until he finds one that looks to be his size and begins putting it on, "My, your woman knows quite a bit about us. This is actually a good fit."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9
DM Yodler wrote:
@Argan: Which question was asked about the horn to the ogre?

It was: "And also, what's that about the signal horn?"

@Zephys: I would assume those manacles had some kind of magic preventing anyone from using magic, don't you think?

"Hey, stop that, don't put those clothes on. Do you really think just putting them on would prevent them from realizing you're a prisoner? Also, you will drop blood on them and spoil its usage for later."

Argan gets the tools to free himself, taking 20 for 27 (minus 2 as you said, plus 2 from the MW tools).


HP 10/10 | AC 11 | T 11 | FF 10 | CMD 13 | Fort +3 | Ref +1 | Will +4 | +1 vs. divine spells | Init +1 | Perc +2

They aren't dimensional shackles. Checked with GM first.


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

Kharn looks surprised that Zephys had such an easy way out.

" Argan can you pick the locks with those tools? Also, does anybody need that holy symbol?"


HP 10/10 | AC 11 | T 11 | FF 10 | CMD 13 | Fort +3 | Ref +1 | Will +4 | +1 vs. divine spells | Init +1 | Perc +2

"I'm done letting these Mitran fools demean me. If I die it won't be in prison rags."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

"Whatever. But be quiet the lot of you. If you don't want to bring the guards here we will go after them silently.

Argan will open everyone's lock and move closer to the ogre. Hold on my friend, keep talking as if we were still here. Your whispering will distract them, and I'll free you so you can have your revenge... You will be my friend won't ya?


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

Kharn rubs his wrists, and gives the dagger a few swipes.

"So are we just going to sneak up on them, or bring them here? I have no problem letting them get close to me. That would let us surround them and prevent any of them from running."


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

"A nice argument Kharn. But that may also call the other guards attention. Otherwise, if we go after them we risk them seeing us and blowing the horn. Drow, what is your trick to impede them blowing the horn? What do you think is our best option then?"


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Surprised by Zephys's abilities Vlad answers the question.. "If you must know my mother was a vampire, so while I'm not full vampire, yet, I do have some of her strengths.. And before you ask, yes i enjoy ripping necks and gorging on blood, so do not be alarmed if you see me doing so.." As Argan releases himself Vlad will hold out his manacles to be picked..


I missed that lol.

Grumblejack comes to a quick revelation that he forgot something before he started on the tale of his third wife. "Grumblejack grabbed a little 'un one time and they blew the horn and more little 'uns came down. Always a little 'un by the door to blow the horn." With that Grumblejack continues to the next chapter of his life.


@Argan unfortunately you will have to make the checks for picking the locks to get out the shackles. Since you don't have the luxury of having too many failures.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Here there are 7 rolls, in which one I believe it's a failure, and the last one is for the door. Once I get myself free I have +2 to the rolls. Need more?
1d20 + 7 ⇒ (10) + 7 = 17
1d20 + 7 ⇒ (12) + 7 = 19
1d20 + 7 ⇒ (20) + 7 = 27
1d20 + 7 ⇒ (2) + 7 = 9
1d20 + 7 ⇒ (11) + 7 = 18
1d20 + 7 ⇒ (7) + 7 = 14
1d20 + 7 ⇒ (20) + 7 = 27


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

A simple lock is DC 20, Average is 25 so its highly dependant on what type is in the manacles..


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

If while oppening mine I realize its tough to do it I'll pick the door first, before the other manacles. I just remembered that we may have more than a single lock in each of us (with the feet chains and all), so feel free to roll them if you want, or tell me the DC and how many there are (don't forget the door).
That is, IF I can pick the lock at all.


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

The designer's surely took into consideration that 1st level pcs would be picking these, so i doubt there better than average.. Hopefully not more than simple DC..


Well the locks are all similar so after picking one you will get an additional +2 to the roll and yes the DC is a 20. I will count the check for picking both the hand clasps and the foot clasps.

So taking from your first roll and so forth.

Argan grasps the tools in his hand and tries to pick the locks holding him firm. His wrist flex as he cannot see where he is picking. Acting primarily on instinct at this point.

Roll 1: 17 - Fail

The pick slips and Argan maneuvers to catch the pick before it falls and in the process, his shackles clang together making a sound that echos slightly in the prison cell.

You hear the guard shift in their seats outside the door. "Eh. Oi! I think we have those damn rats again." No heed was taken past that, just a curious noise that was overlooked by the guards.

Roll 2: 19 - Fail

Again Argan is foiled by the locks shackling him to the wall, this time one of the picks fell out onto the floor beside him. A sharp 'ping' reverberated across the room.

DM Rolls:

Guard Perception: 1d20 ⇒ 9

...nothing from the guards.

Roll 3: 27 - Success!

Success at last, Argan is able to slip slip all the shackles off his wrists and feet.


let me know if you want to continue from there with the current rolls. Just need to know what you would unlock next. Be it the door Kharn or Eryan.


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

"Impressive trick there... does that allow you to move through walls?"


HP 10/10 | AC 11 | T 11 | FF 10 | CMD 13 | Fort +3 | Ref +1 | Will +4 | +1 vs. divine spells | Init +1 | Perc +2

Zephys turns to Eryan with a raised eyebrow, "Of course. I prefer not to do so if I cannot see what's on the other side, however. I'm not quite sure what would happen if I appeared in the same space as something else, but I don't wish to find out just yet."


Usable:
Touch of Corruption 8/8, Smite Good 3/3, Call Fiendish Ally 1/1
HP 102/102 | AC 29 | T 12 | FF 27 | CMD 23 | Fort +16 | Ref +8 | Will +11 | Init +4 | Perc +7 | SM +9
Active Effects:

Vlad waits patiently to be released from his bonds..


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Is the Ogre still telling his story? If not I would like to ask him to resume the talking. That's to cover the tools sound.

Argan moves to the end of the room, to release the drow, since he had a way of stopping them from sounding the horn.
DD: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17 Fail!
DD: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 Ok.


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

Once free Eryan stood and stretched his limbs. It felt good to move again. After nodding to Argan he sat down again pretending to be chained. "You are too hasty man. Change your clothes after we deal with these guards." He waits for thr other two to be freed and watches the door.
Perception: 1d20 ⇒ 3


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Since we are three now I'll go for the door, in case they come to take a look at us we can do something before they try to sound the alarm.

Argan speaks with Eryan in barely a whisper:
"That's useless now," - he points at the man with the fresh clean noble clothes - "get ready in case they notice us"
DD: 1d20 + 7 + 2 ⇒ (18) + 7 + 2 = 27 Nice!


DR 3 (-) Doubled vs. Non-Lethal | CMB+10 (12 R) | CMD 23 (25 R) | Resist Cold 1 Human Barbarian (Invulnerable Rager) 5 | HP 91/91 (109/109 R) | AC 17 (15 raging); Touch AC 13 (11 raging); FF 14 (12 raging) | F +9 (12 R); Ref +5; W +3 (5 R) | +3 Initiative | Perc +11 | Sense Motive +11

DM Yodler: Does Branderscar have only one entrance/exit, or multiple exits/etrances that lead out of it?


@Kharn: You were actually hooded when being brought in so, you have no clue at the time being, just a name and a reputation of the prison.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Behold the posting diarrhea!


Male Drow Oracle of Wind (Possessed) 4 Init +6; Hp:34/34; AC: 18; Touch: 14; FF: 14, Fort: 4; Ref: 6; Will: 5(+4 vs enchantment); CMB: +2; CMD: 16; Perception +4

As the door is unlocked Eryan almost jumps up, eager to get out. What a stroke of luck that someone wanted them to survive. Carefully he slows his breathing and seeks guidance from the spirit. He then sneaks out and endeavours to hise in the shadows near the door.
Stealth+Guidance: 1d20 + 9 ⇒ (11) + 9 = 20

Once hidden he prepares for any surprise entrance.
Readied standard action to cast Burning Disarm


@Argan: Yes the Orge is continuing to tell his story as quiet as an orge can.

For the second fail:

DM Roll:

Guard Perception:: 1d20 ⇒ 6

While Argan attempted to free the drow from his bindings, he probed the lock with his thieves tools, and broke a pick during his attempt. Luckily no piece was lodged within the mechanism. The only problem was the pick snapped and the sound lingered within the next to silent corridor.

A few moments go by, yet nothing is heard from the guards post.

Eryan (Perception):

You don't hear any movement or out of the ordinary sounds coming from the posted guards. Just the rambling that you have heard for the while since they have been on the post.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Are there 'shadows by the door' or are they just cell bars?


DM Roll:

Guard Perception:: 1d20 + 2 ⇒ (13) + 2 = 15


@Argan: The door opens from left to right (from maps view). Have Eryan along wall for now, he could "sneak a peek" if he wants to see inside. Also, its a solid door with a barred looking hole.


Loot | HP 40/71 | AC 21 | T 13 | FF 18 | CMD 25 | Fort +7 | Ref +12 | Will +2(+8) | Init +4 | Perc +11 | SM +9

Forgive my misinterpretation. I just assumed the guards where close, inside the larger room.

Argan moves to release Kharn, then Vladamir.
DD: 1d20 + 7 + 2 ⇒ (6) + 7 + 2 = 15 crap!
DD: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 Kharn free
DD: 1d20 + 7 + 2 ⇒ (16) + 7 + 2 = 25 Vladamir free

If nothing happens he will move to the Ogre's cell and opens the door to it.
DD: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
How is the Ogre chained?

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