Kobold Godsmouth Heresy

Game Master lunkhead

Mashup of a dungeon crawl and kobolds, what's not to like!?
Map *


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Male Kobold Cleric 1 HP 11/11 AC 21, touch 13, flat-footed 19 (+5 armor, +2 Dex, +1 natural, +2 shield, +1 size)

Stigly waits for laknir to shift out of the way so he doesn't have to attack around the corner


Male Kobold Cleric 1 HP 11/11 AC 21, touch 13, flat-footed 19 (+5 armor, +2 Dex, +1 natural, +2 shield, +1 size)

For when laknir moves

Stigly shifts into the doorway and swings his tiny little morningstar at the creature

attk: 1d20 + 4 ⇒ (7) + 4 = 11
dmg: 1d6 + 1 ⇒ (6) + 1 = 7


Male Kobold Inspired Blade Swashbuckler 1/Occultist1|| HP: 12/12, AC: 19 (FF: 16 T: 14) || Init: +3, Fort: +3 Ref: +5 Will: +2 || Per: +6

Having warned the door very thoroughly to keep on it's best behavior, Laknir tries to strike at the creature inside the doorway.

Attack: 1d20 + 8 ⇒ (11) + 8 = 19 Assumes flanking.

Damage: 1d4 + 4 ⇒ (3) + 4 = 7

And 5 ft steps out of the way for Stigly if that's still what he wants to do.


rolls:

Draah attack: 1d20 - 2 ⇒ (10) - 2 = 8
claw: 1d20 + 3 ⇒ (6) + 3 = 9
claw: 1d20 + 3 ⇒ (2) + 3 = 5
bite: 1d20 + 3 ⇒ (9) + 3 = 12

As stigly and Torhprex miss their attacks, Laknir having finished trying to bring down the door, decides to take his rage out on the creature instead landing a solid pierce through the creatures hip. Draa'zhin aims his crossbow and shoots, but misses instead hitting the evil evil door.

The creature, bleeding from multiple wounds, whirls on Laknir reaching out with all of its attacks, but cannot seem to connect with the shifty kobold.

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Initiative
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Round 3
Torphrex
Stigly
Laknir
Draah'Zhinn

Round 3
Lustspawn

The creature looks less than half as "healthy" as it did when you first encountered it


Male Kobold Rogue (Snare Setter) 1 | HP 8/9 | AC 17 T 14 FF 14 CMD 11 | F +1 R +5 W +1 | Init +3 | Perc +7 (+1 Trapfinding) Darkvision | Status: Normal

Torphrex keeps attacking, hoping, if only, to distract it and allow his companions flank it.
Attack Roll (+2 Flanking): 1d20 + 4 + 2 ⇒ (17) + 4 + 2 = 23
Damage Roll (+1 Dirty Fighter): 1d4 ⇒ 1


Male Kobold Cleric 1 HP 11/11 AC 21, touch 13, flat-footed 19 (+5 armor, +2 Dex, +1 natural, +2 shield, +1 size)

Stigly, being very worried that Torphrex might die out of order will redouble his friends efforts to kill the vile slut.

stigly shifts out and casts bless. We all get a +1 on attack rolls and saves against fear affects.


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Male Kobold Inspired Blade Swashbuckler 1/Occultist1|| HP: 12/12, AC: 19 (FF: 16 T: 14) || Init: +3, Fort: +3 Ref: +5 Will: +2 || Per: +6

Attack: 1d20 + 10 ⇒ (18) + 10 = 28

Damage: 1d4 + 5 ⇒ (4) + 5 = 9 I forgot about the Inspire bonuses last round.

Laknir moves in to lunge valiantly against the abomination.

A still grave awaits!

confirm: 1d20 + 10 ⇒ (6) + 10 = 16

Stabbination intensifies: 1d4 + 5 ⇒ (1) + 5 = 6

And does so. Valiantly.

Riposare in pace.


As the kobolds surround the lustspawn, it cannot keep up with the attacks offered its way. Screaming in agony, the lustspawn falls into a heap on the ground as Laknir's rapier punctures all the way through the creature.

Finally able to look around the room, the group can see graphic depictions of orgies with all manner of creatures decorating the walls of the chamber. Five humanoid skeletons lie in state on biers, though the bodies appear human, their skulls are those of some monstrous creature. A pile of bloody bones and feathers lie next to the door of a recently killed creature.

There are two potions lying on the ground.

spellcraft dc 15:
The potions are a potion of cat's grace, and a potion of eagle's splendor.


Male Kobold Cleric 1 HP 11/11 AC 21, touch 13, flat-footed 19 (+5 armor, +2 Dex, +1 natural, +2 shield, +1 size)

Stigly Pockets the potions intending to identify them later. 50 seconds more of sarenrae's grace. Open door number 2 we should. he then walks up to torphrex Injuries look bad Stigly can help?


Male Kobold level 1 | Hp 2/9 | Ac 16 | Touch 12 | FF 15 | Perception +3 | Fort +4 | Ref +3 | Will +1

These poor people, I do enjoy my fair share of sex but this is just cruel and wrong Draah'Zhin puts his instrument away looking at the depictions and the skeletons muttering another brief prayer for the dead. I pray you find peace in the after life


Male Kobold Rogue (Snare Setter) 1 | HP 8/9 | AC 17 T 14 FF 14 CMD 11 | F +1 R +5 W +1 | Init +3 | Perc +7 (+1 Trapfinding) Darkvision | Status: Normal

"You can, and I will thank you for it." - says Torphrex while looking at the wall depictions with disgust.
"Filthy animals!"


Male Kobold Inspired Blade Swashbuckler 1/Occultist1|| HP: 12/12, AC: 19 (FF: 16 T: 14) || Init: +3, Fort: +3 Ref: +5 Will: +2 || Per: +6

I've never seen a scene like this... And those bones... Could they be tengu? The ones we found mentioned they lost someone. Laknir turns his attention away from the walls to the bodies.


Male Kobold Cleric 1 HP 11/11 AC 21, touch 13, flat-footed 19 (+5 armor, +2 Dex, +1 natural, +2 shield, +1 size)

Stigly stabs his thumb into one of torphrex's wounds exclaiming By the power of Sarenrae I command you to be healed!!

heal (converted from bane: 1d8 + 1 ⇒ (3) + 1 = 4

Stigly then with an uncharacteristic since of urgency yelps.

Come Laknir to the other door with sounds. We open before Sarenrae not bless us anymore.

He hustles across the hallway pointing excitedly at the other door


Male Kobold Rogue (Snare Setter) 1 | HP 8/9 | AC 17 T 14 FF 14 CMD 11 | F +1 R +5 W +1 | Init +3 | Perc +7 (+1 Trapfinding) Darkvision | Status: Normal

"Thank you very much..."
Torphrex, now completely healed, waits for the others to get in position and opens the next door.


Male Kobold Inspired Blade Swashbuckler 1/Occultist1|| HP: 12/12, AC: 19 (FF: 16 T: 14) || Init: +3, Fort: +3 Ref: +5 Will: +2 || Per: +6

Yeah, I'm not opening that door. Good hustle though Stigly. Rex, you might want to check it yourself. Laknir braces himself for whatever is making the sounds on the other side.


As the group sets up, Torphrex carefully opens the door. On the other side is a kobold. However, he is obviously no longer living, his rotting skin is stretched and strained as if pumped full of air. moaning, the undead creature faces the group and reaches out with his hands, eager to eat.

initiative:

Stigly: 1d20 + 2 ⇒ (14) + 2 = 16
Draah’Zhin: 1d20 + 1 ⇒ (2) + 1 = 3
Laknir: 1d20 + 4 ⇒ (7) + 4 = 11
Torphrex: 1d20 + 3 ⇒ (4) + 3 = 7

-----------------
Initiative
-------------------
Round 1

Stigly

Kobold Zombie

Laknir
Torphrex
Draah'Zhin

knowledge religion DC 15:

This is a gasburst zombie. Known for exploding into a poisonous gas upon death. Its hide is resistant to most weapons, piercing it is usually the most effective


Male Kobold Cleric 1 HP 11/11 AC 21, touch 13, flat-footed 19 (+5 armor, +2 Dex, +1 natural, +2 shield, +1 size)

know. rel: 1d20 + 4 ⇒ (19) + 4 = 23

Ahh exploding zombie!!!!!! Pierce it's flesh, but not wanting to be next to zombie when it dies......

Stigly produces a bit of flame and hurls it at the zombie
ranged touch: 1d20 + 4 ⇒ (10) + 4 = 14
dmg: 1d6 ⇒ 1

Yep It will deffinately be poisonous gas. Laknir, Stigly is sorry he couldn't cure you before you die.

After throwing his fire Stigly goes shrieking down the hall

Can't see the creature on the map yet, but I assume it is in the room directly across from the lustspawn. I updated Stigly's position on roll20 to reflect the end of the first round of combat.


Male Kobold Inspired Blade Swashbuckler 1/Occultist1|| HP: 12/12, AC: 19 (FF: 16 T: 14) || Init: +3, Fort: +3 Ref: +5 Will: +2 || Per: +6

You know? this doesn't even surprise me by now. Unfortunately I only have one set of talents. Exploding or not...

Attack: 1d20 + 6 ⇒ (1) + 6 = 7

Damage: 1d4 + 4 ⇒ (4) + 4 = 8

If the thing attacks Laknir, he'll use Parry/Riposte on the offending strike.

Parry: 1d20 + 6 ⇒ (8) + 6 = 14

Ha: 1d4 + 4 ⇒ (3) + 4 = 7

Huh. welp.


Male Kobold Rogue (Snare Setter) 1 | HP 8/9 | AC 17 T 14 FF 14 CMD 11 | F +1 R +5 W +1 | Init +3 | Perc +7 (+1 Trapfinding) Darkvision | Status: Normal

Waiting to see what the zombie do


Stigly's fire sears the undead flesh of the zombie, leaving scorch marks along its stomach. Bubbles of pus pop and a small green liquid squirts forth landing on Laknir's armor. It lunges out, stronger than one might think for a kobold, but Laknir deftly deflects the creatures fists away with his rapier, but is so disgusted and distracted by the small holes caused by the corrosive spittles in his armor that he misses the return strike. He then refocuses and tries again, but the creature still has some agility to it and dodges out of the way of the deadly weapon.

dice:

zombie attack: 1d20 + 2 ⇒ (8) + 2 = 10

-----------------
Initiative
-------------------
Round 1

Torphrex
Draah'Zhin

Round 2

Stigly

Kobold Zombie

Laknir

map is updated, my apologies


Male Kobold Rogue (Snare Setter) 1 | HP 8/9 | AC 17 T 14 FF 14 CMD 11 | F +1 R +5 W +1 | Init +3 | Perc +7 (+1 Trapfinding) Darkvision | Status: Normal

A creature of habit, Torphrex tries to tumble around the creature to get behind it, and flank with his allies.
Acrobatics Check: 1d20 + 7 ⇒ (4) + 7 = 11
Once there he will attack with his rapier.
Attack Roll (+2 Flanking): 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
Damage Roll (+1 Dirty Fighter): 1d4 ⇒ 1


Male Kobold level 1 | Hp 2/9 | Ac 16 | Touch 12 | FF 15 | Perception +3 | Fort +4 | Ref +3 | Will +1

Draah'zhin takes a shot with his crossbow

attack: 1d20 + 2 ⇒ (7) + 2 = 9
damage: 1d6 ⇒ 5


Torphrex tries to nimbly dodge past Laknir and roll around the poor dead kobold. However he is so distracted by the disgusting image in front of him, he fails to roll past the creature and instead slams into it's legs. He is to quick for the lumbering arms that reach out for him though. Not to be deterred. He lunges out with his rapier stabbing into the foul creature also popping some pus filled lesions on the skin.

Draah'Zhin looses a bolt from his crossbow, but afraid of hitting his friends, his shot goes high and clatters of the ceiling of the room.

dice:

AOO from zombie: 1d20 + 2 ⇒ (13) + 2 = 15

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Initiative
-------------------
Round 2
Stigly

Kobold Zombie

Laknir

Torphrex
Draah'Zhin


Male Kobold Cleric 1 HP 11/11 AC 21, touch 13, flat-footed 19 (+5 armor, +2 Dex, +1 natural, +2 shield, +1 size)

we ought to have probably 4 rounds of bless still.

Stigly pulls out his light crossbow and pops off a shot at the zombie

attack: 1d20 + 4 ⇒ (6) + 4 = 10


dice:

attack: 1d20 + 2 ⇒ (3) + 2 = 5

The zombie once again tries to slam his arms into Laknir as a crossbow bolt flies by his head, not seeming to notice or care, but is as ineffective as Stigly's shot.

-----------------
Initiative
-------------------

Laknir

Torphrex
Draah'Zhin

Round 3
Stigly

Kobold Zombie


Male Kobold Rogue (Snare Setter) 1 | HP 8/9 | AC 17 T 14 FF 14 CMD 11 | F +1 R +5 W +1 | Init +3 | Perc +7 (+1 Trapfinding) Darkvision | Status: Normal

Is Torphrex prone?


yes, sorry should've stated that, but you are around a corner from him and will not provoke when you stand up


Male Kobold Rogue (Snare Setter) 1 | HP 8/9 | AC 17 T 14 FF 14 CMD 11 | F +1 R +5 W +1 | Init +3 | Perc +7 (+1 Trapfinding) Darkvision | Status: Normal

Torphrex stands up, shaking his head. He tries again to tumble below the creature to get behind it, and flank with his allies.
Acrobatics Check: 1d20 + 7 ⇒ (11) + 7 = 18


Male Kobold Inspired Blade Swashbuckler 1/Occultist1|| HP: 12/12, AC: 19 (FF: 16 T: 14) || Init: +3, Fort: +3 Ref: +5 Will: +2 || Per: +6

Laknir will give it the old, one, two, stab em in the throat you see so often.

Attack: 1d20 + 6 ⇒ (4) + 6 = 10

Damage: 1d4 + 4 ⇒ (3) + 4 = 7


did you include bless and flank?


Male Kobold Inspired Blade Swashbuckler 1/Occultist1|| HP: 12/12, AC: 19 (FF: 16 T: 14) || Init: +3, Fort: +3 Ref: +5 Will: +2 || Per: +6

I was under the impression Torphrex hadn't flanked yet? If he did, and I do remember Bless this time, that's 13 total to hit. Don't know if that's enough.


Male Kobold Cleric 1 HP 11/11 AC 21, touch 13, flat-footed 19 (+5 armor, +2 Dex, +1 natural, +2 shield, +1 size)

attk: 1d20 + 4 ⇒ (18) + 4 = 22
dmg: 1d6 ⇒ 6
Stigly will again fire with his crossbow, moving away after he fires

It makes it really hard to fight these single creatures if you guys insist on pinning them in the doorway. Maybe let single non-caster creatures out into the hallway when we encounter them?


Male Kobold Inspired Blade Swashbuckler 1/Occultist1|| HP: 12/12, AC: 19 (FF: 16 T: 14) || Init: +3, Fort: +3 Ref: +5 Will: +2 || Per: +6

Sure. I guess part of it is my fault for not moving my token on roll20, but I was also expecting to be able to actually get into a room at some point.


Male Kobold Rogue (Snare Setter) 1 | HP 8/9 | AC 17 T 14 FF 14 CMD 11 | F +1 R +5 W +1 | Init +3 | Perc +7 (+1 Trapfinding) Darkvision | Status: Normal

If Torphrex manages to tumble past the creature, you gain the flank... but if he fails again, you don't.


Torphrex tumbles past and as the zombie turns to face him, Laknir stabs forth skewering straight through the undead monster. The creature pops as if a balloon under to much pressure releasing a gaseous cloud into his surroundings.

Torphrex and Laknir must make a DC 15 fortitude save, taking 1 CHA drain if failure. If either fail, make up to 4 more as it drains 1/round 1d2 until you make a save. Feel free to roll the drain damage as well

In this room is a feast fit for kings, except for the fact that all the food is spoiled.

Going to spoiler the rest of the 4 rooms in this corridor feel free to explore each.

southwest door:

Brightly painted carvings along the walls of this room vividly depict mighty dragons in flight over shining cities, while below, winged angels kneel and serve human masters. Peackock-feather motifs dominate throughout the chamber and a faint, pleasant perfume drifts through the air. Several humans lie supine atop biers draped in rich cloth- if they are dead, the bodies are perfectly preserved and have the appearance of relaxed sleepers, showing no signs of corruption or decay.

southwest door part 2 will save DC 20:

This room is under the effect of a permament image. The room is completely empty except for two small potions in the corner. DC 15 spellcraft to know they are bull's strength potions.

northwest corner:

A large circle of tarnished silver powder surrounded by arcane symbols, has been laid down on the floor in the center of this room. The center of the circle is empty.

northwest room part 2 knowledge arcana dc 23:

The circle on the ground is a magic circle against evil
[/spoiler[

[spoiler=northwest room perception dc 15]
The silver circle has a line in it breaking the circle. There is a scroll of remove paralysis behind one of the cabinets in the room.

northeast room:

This room's furnishings have all been destroyed beyond recognition. Ancient dried bloodstains still mar the floor and wall carvings.

northeast room perception dc 20:

There is a secret door leading north

southeast room:

The door is lodged shut. There is to much pressure for anyone to be able to push it open.


Male Kobold Rogue (Snare Setter) 1 | HP 8/9 | AC 17 T 14 FF 14 CMD 11 | F +1 R +5 W +1 | Init +3 | Perc +7 (+1 Trapfinding) Darkvision | Status: Normal

Fortitude Save: 1d15 + 1 ⇒ (1) + 1 = 2
Fortitude Save: 1d15 + 1 ⇒ (9) + 1 = 10
CHA Damage: 1d2 ⇒ 1
Fortitude Save: 1d15 + 1 ⇒ (5) + 1 = 6
CHA Damage: 1d2 ⇒ 2
Fortitude Save: 1d15 + 1 ⇒ (14) + 1 = 15
CHA Damage: 1d2 ⇒ 1
Fortitude Save: 1d15 + 1 ⇒ (3) + 1 = 4
CHA Damage: 1d2 ⇒ 1
In total 4 CHA Damage, could be worst...
Torphrex screams and rolls as the cloud burns his will away.
"Arg! Help!"
Later, in the rooms:
- Several humans lie supine atop biers draped in rich cloth- if they are dead, the bodies are perfectly preserved and have the appearance of relaxed sleepers, showing no signs of corruption or decay. - Torphrex will want to cut their throats, just in case.
Will Save: 1d20 + 1 ⇒ (1) + 1 = 2
- A large circle of tarnished silver powder surrounded by arcane symbols, has been laid down on the floor in the center of this room. The center of the circle is empty. - Torphrex only have eyes for the silver, and will try to pick it up and take it with him.
Perception Check: 1d20 + 7 ⇒ (17) + 7 = 24
"Hey, there is a scroll over here!"
Northeast room
Perception Check: 1d20 + 7 ⇒ (4) + 7 = 11


Male Kobold Inspired Blade Swashbuckler 1/Occultist1|| HP: 12/12, AC: 19 (FF: 16 T: 14) || Init: +3, Fort: +3 Ref: +5 Will: +2 || Per: +6

Fort: 1d20 + 1 ⇒ (18) + 1 = 19

Fort: 1d20 + 1 ⇒ (12) + 1 = 13
CHA Drain: 1d2 ⇒ 1
Fort: 1d20 + 1 ⇒ (5) + 1 = 6
CHA Drain: 1d2 ⇒ 2
Fort: 1d20 + 1 ⇒ (18) + 1 = 19
CHA Drain: 1d2 ⇒ 2
Fort: 1d20 + 1 ⇒ (9) + 1 = 10
CHA Drain: 1d2 ⇒ 2

Yay! No Prettiness damage!

Easy Rex... We've got this under control... I'm sure the vomit smell and texture will pass. Laknir says speaking to himself more than the other guy.

Will SW door: 1d20 + 1 ⇒ (8) + 1 = 9

Know. Arcana NW room: 1d20 + 3 ⇒ (15) + 3 = 18

Perception NE room: 1d20 + 6 ⇒ (13) + 6 = 19

Guess we keep going then?


Male Kobold level 1 | Hp 2/9 | Ac 16 | Touch 12 | FF 15 | Perception +3 | Fort +4 | Ref +3 | Will +1

This is beginning to creep me out, the creatures here are odd, i wonder what happened to cause this?


Male Kobold Rogue (Snare Setter) 1 | HP 8/9 | AC 17 T 14 FF 14 CMD 11 | F +1 R +5 W +1 | Init +3 | Perc +7 (+1 Trapfinding) Darkvision | Status: Normal

After we finish checking the room, we move to the South-West corner, where Torphrex removes his traps and scouts ahead.
Stealth Check: 1d20 + 11 ⇒ (17) + 11 = 28
Perception Check: 1d20 + 7 ⇒ (19) + 7 = 26


keep your rolls, but that's still the cavein area that would take 5+ days to dig your way out. I marked on the map locations you haven't explored. The lower area of the giant room in the middle, to the east of where you fought the vargouille, To the east of the first room with the three locked doors, and to the east of the far northern room.


Male Kobold Inspired Blade Swashbuckler 1/Occultist1|| HP: 12/12, AC: 19 (FF: 16 T: 14) || Init: +3, Fort: +3 Ref: +5 Will: +2 || Per: +6

Wanna try the locked doors to the east?


Male Kobold Rogue (Snare Setter) 1 | HP 8/9 | AC 17 T 14 FF 14 CMD 11 | F +1 R +5 W +1 | Init +3 | Perc +7 (+1 Trapfinding) Darkvision | Status: Normal

Right! I forgot!
Locked door there is!

Disable Device to open them: 1d20 + 8 ⇒ (7) + 8 = 15


that's the arcane locked one you have to use the chime on


Male Kobold Rogue (Snare Setter) 1 | HP 8/9 | AC 17 T 14 FF 14 CMD 11 | F +1 R +5 W +1 | Init +3 | Perc +7 (+1 Trapfinding) Darkvision | Status: Normal

Chime time then...


Male Kobold Cleric 1 HP 11/11 AC 21, touch 13, flat-footed 19 (+5 armor, +2 Dex, +1 natural, +2 shield, +1 size)

That door leads back to the first room in the dungeon

GMJol wrote:
If anyone is astute at keeping direction in these tunnels, it looks like you might also see the other side of one of the original doors from the first room you entered. A small alcove with a statue lies between you and the door, but without going up to it, it is hard to see.

The GM left provided no check type or dc to see if we know the door is the same as the west facing door in the first room of this dungeon. I am therefore left to assume that he is leaving it to us as to whether or not we know. GM please confirm this assumption or specify what kind of check you would like


I'm assuming that if you mess with the door and realize its arcane locked like before you could deduce with not a ton of effort that it is probably the same.

As you guys make your way back towards the first room, Torphrex will notice that his traps have been disabled in the room where the group fought the vargouille. There is a strange black liquid on the ground that has the viscosity of blood but only a few drops dot the floor.

If the group continues on, they reach the first room traveling over the bridge 40 feet above the large octagonal room and tap the chime against the magically locked door. Ringing out in a predetermined tone, the door slides open to reveal a large statue standing in the corner of an L-shaped room. The statue depicts a tall feather emblazoned with a large open eye. While carved from stone, the statue glows with a golden-green hue. A pair of stone doors stand against the east wall. Inset in these doors is a rune shaped carving, any attempt to push the doors open gives the impression that they are in fact unmovable.

perception DC 20:

there is a hidden compartment in the statue, containing a magical feather. DC 15 arcana to know it is a feather token (bird)


Male Kobold Rogue (Snare Setter) 1 | HP 8/9 | AC 17 T 14 FF 14 CMD 11 | F +1 R +5 W +1 | Init +3 | Perc +7 (+1 Trapfinding) Darkvision | Status: Normal

Perception Check: 1d20 + 7 ⇒ (9) + 7 = 16
"Something disabled my traps back there, be alert."
Torphrex will trap the entrance of the room.


What's the next plan of action?


Male Kobold Rogue (Snare Setter) 1 | HP 8/9 | AC 17 T 14 FF 14 CMD 11 | F +1 R +5 W +1 | Init +3 | Perc +7 (+1 Trapfinding) Darkvision | Status: Normal

I am waiting to see if somebody gets the perception check.


Male Kobold level 1 | Hp 2/9 | Ac 16 | Touch 12 | FF 15 | Perception +3 | Fort +4 | Ref +3 | Will +1

perception: 1d20 + 3 ⇒ (11) + 3 = 14

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