Lucendar's Mummy's Mask Campaign - The Necropolis awaits! (Inactive)

Game Master Lucendar

Initiative:
Enemies: [dice]1d20+2[/dice]
Alzaar: [dice]1d20+3[/dice]
Anka: [dice]1d20+1[/dice]
Kakra: [dice]1d20+2[/dice]
Jalal: [dice]1d20+2[/dice]
Rhade: [dice]1d20+1[/dice]


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Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

"I'll give you one guess who conjured them. Here's a hint, they already sent someone to delay us." Kakra says with a hunch as she looked over at the others.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

"You mean the Scorched Hand? If so, Pharasma will have her justice on them." Jalal chuckles and you can sense the elf is looking forward to the confrontation.

-Posted with Wayfinder


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

"Should we put off further exploration and head back to town? Perhaps we could tell the guard about their activities, and they could be arrested before we get back to this place."


When party heads north...

Space and elevation lend a sense of past grandeur and majesty to this large space. A large, star-shaped fountain with a circular pool in the center sits in the middle of the chamber. The bottom of the pool is decorated with a great mosaic eye made from tiny colored tiles, and hieroglyphs are carved into the paving stones ringing the fountain. Two rows of columns support the ceiling overhead, which continues to rise to a domed ceiling in the northern portion of the chamber. At the far end of the hall, a massive statue with arms raised overlooks the entire length of the temple from atop a raised dais. East and west of the fountain, two sets of stone double doors exit the chamber.

The ceiling in this area is 20 feet high, rising to a 40-foot-high dome above the dais in the north half of the hall, giving the impression of a great cathedral. Three flights of short, steep steps climb up to a large platform elevated 5 feet above the floor. At the rear of this platform, a 15-foot-tall statue of Nethys, half white and half black, stands atop a raised octagonal dais. The top of the main platform is tiled in black marble, while the octagonal dais is a striking white, and the ring that separates them is tiled in red.

What now?

Map of Room


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Once Alzaar gives the all clear, Rhaede enters the room and pays particular attention to the statue of Nethys.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Jalal looks down at the pool in the floor. "Do you think this is the 'Eye' they were seeking? Or is it an item of power instead?" He casts a detection spell to sweep the room.

Cast Detect Magic


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar takes his time searching the room take 20 and investigates the statues, floor, and hieroglyphics, seeing if there is anything he can remember about the images and symbols depicted.

Knowledge Religion: 1d20 + 7 ⇒ (8) + 7 = 15
Knowledge History: 1d20 + 7 ⇒ (18) + 7 = 25
Knowledge Dungeoneering: 1d20 + 7 ⇒ (19) + 7 = 26


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

While the others go about searching the room for knowledge and magic, Gorguk takes a position near the east doors and keeps a look out for any threats. He scans the room with detect evil as part of his observations.

Perception 1d20 ⇒ 4 Never mind


GM rolls:
1d100 ⇒ 5
1d2 ⇒ 1

Alzaar can tell this hall was a public worship area where anyone could enter to pray and ask Nethys for a blessing. Jalal does not sense any magical auras within range. However, as Alzaar studies the hieroglyphs and floors, and Gorguk starts moving to the eastern door, suddenly a portal rips open in the fabric of time and space and a disembodied and bestial head covered in lashing hair and curling horns suddenly appears, flying through the air. Then, just as suddenly, it speaks arcane language and disappears from sight.

Initiative:
Enemies: 1d20 ⇒ 1
Alzaar: 1d20 + 3 ⇒ (1) + 3 = 4
Gorguk: 1d20 ⇒ 5
Kakra: 1d20 + 2 ⇒ (16) + 2 = 18
Jalal: 1d20 + 2 ⇒ (19) + 2 = 21
Rhade: 1d20 + 1 ⇒ (4) + 1 = 5

Updated Map

Everyone but Alzaar can act in Round 1. The head was last seen in O20.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Gorguk focuses his evil detection that direction while he readies to attack whatever bestial creature appears if within range.

Power attack 1d20 + 6 ⇒ (13) + 6 = 19 for 1d6 + 3 + 2 ⇒ (6) + 3 + 2 = 11


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Base Knowledge roll to see if I know anything about the strange creature, dm.

Knowledge 1d20 ⇒ 15


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Knowledge, Planes: 1d20 + 4 ⇒ (1) + 4 = 5

"What in the nine hells was that?!" Jalal shouts. He calls on Pharasma to bless the party from whatever this demon was, then ducks his head and quickly moves towards one of the pillars. "Where did it go? Is it invisible?" He holds his shield up high, ready for an attack, but searches for where to lash out with his sword.

Cast Bless. +1 to hit for everyone. Move to S-19


Rhade recognizes the outsider from his arcane studies as a Div, neutral evil outsiders that sow misfortune and ruin. They have immunity to fire and poison and resistance to acid 10 and electricity 10.

This particular Div, called a Doru, is resistant to all weapons except cold iron or good; has a poisonous bite; spell resistance; invisible at will; and they serve as messengers, often trying to charm their victims.


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

"Anyone have any cold iron weapons? If not, I suggest we get out of here," Rhade suggests as he fills the others in on what he knows about the div.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

No I i do not but if we need to get past it just locate it for me and by Sarenrae's will it will be vanquished.

Did Gorguk's detect evil reveal anything?


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Jalal waves his sword slightly while still looking for the creature. "I have one here."


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

How come Alzaar doesn't get to act? He beat it in intiative. not that I have anything at all that can hurt it, I'm just curious.


Alzaar, I did not list the creature's initiative modifier, just base roll. It equals your roll but it has a higher dexterity. To move things along, Kakra delays.

Round 1: Doru
As the party searches the room, Kakra suddenly feels a gnashing on her arm, as the disembodied head appears right next to her, its fangs covered in her blood, smiling gleefully. The cleric also begins to feel poison coursing through her system!

Attack from Invisibility: 1d20 + 9 + 2 ⇒ (14) + 9 + 2 = 25
Damage: 1d4 - 1 ⇒ (3) - 1 = 2
Fort save vs. poison, Kakra!

Kakra and Alzaar, you are up! The Doru is in Kakra's square, as it is tiny.

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

Fort: 1d20 + 5 ⇒ (18) + 5 = 23
Knowledge Planes/Religion: 1d20 + 6 ⇒ (7) + 6 = 13

Taken aback as the creature appears right next to her and pierces her flesh, Kakra winces in a slight pain, though she manages to fight off the creature's poison. "Be careful of it's bite!" She warns the others before attempting to smack the creature with her morningstar.

Morningstar: 1d20 - 4 ⇒ (17) - 4 = 131d8 ⇒ 7


The blow bounces off the outsider's skin as the wound caused instantly heals. Alzaar is up and please note the head is flying so it cannot be tripped.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Who me? Trip someone? You must be mistaken.. :) I was only wondering about the initiative thing, it's all good. The only thing I can really do is aid another on Jalal since he has the Cold Iron. Delay if I have to, but I'll move adjacent to Jalal when he moves to attack the thing and aid another with my whip.
Aid Another: 1d20 + 5 ⇒ (7) + 5 = 12


While the party's attention is drawn to the sudden appearance of the Doru, out of the corner of your eye, you catch the appearance of a translucent hand that emerges from behind the statue and flies toward Gorguk. The paladin's readied action goes off but his sword passes harmlessly through the hand. The hand glows with malevolent energy and moves to touch him! You hear a laugh come from behind the statue and a hunched figure on goat legs steps out dressed in rags. It is medium sized but possesses a featureless face, save for a large eye ringed by fangs! It is quite horrific to look at!

Pic of creature

Touch attack: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13..touched for the very first time! ;)
Gorguk, Will save please!

Everyone except Kakra is up, if Jalal/Alzaar proceed to attack Doru! Sudden appearance of new enemy may change things.

Updated Map

Hope you like action! Please remember statue and new enemy are on a dais 5' high, so if you wish to charge, there better be an acrobatics check in there.

DC 17 Spellcraft check:
Spell cast is Spectral Hand, through which caster can inflict touch attacks.

DC 14 Knowledge (Planes):
The new enemy is also a Div known as an Aghash, terrifying haglike creatures, said to be curse-bringers. Same defenses as Doru.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Will save 1d20 + 5 ⇒ (2) + 5 = 7 Wow


Gorguk:
The dark energy flows through you and you sense doubt in your heart, as you fail to resist it! When the energy dissolves, you find yourself significantly weaker...down to 10 Strength! Your max load is now 100 lbs, so check your encumbrance. If higher than that, you are not able to move.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Spellcraft: 1d20 + 4 ⇒ (4) + 4 = 8
Knowledge, Planes: 1d20 + 4 ⇒ (20) + 4 = 24

Jalal rushes over to help Kakra when he sees the tiny head appear next to her. He swings his cold iron sword at the small disembodied head.

Right after, he glances back to see Gorguk hit by some spell. Jalal looks to the far end of the room. "It's an Aghash! They are also Divs and known to bring curses on people. You also need a blessed or cold iron weapon to hurt them!"

Move to U-23
Attack (Bless, aid): 1d20 + 6 + 1 + 2 ⇒ (9) + 6 + 1 + 2 = 18
Damage: 1d8 + 3 ⇒ (8) + 3 = 11


Great K Planes roll!

Jalal also knows the Aghash has less physical protection against non-cold iron weapons than the Doru. He also knows they can cast Bestow Curse at will and that they have a malevolent gaze attack within close range, which may be shielded against with a Protection from Evil spell.

Alzaar's whip distracts the tiny Doru, just enough that it cannot evade Jalal's attack, which cuts the head viciously, drawing much blood. It still lives but you know it cannot survive another attack like that!

Hit Doru's AC on the nose, so that aid another action was very good, Alzaar!


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

"I still think we need to get out of here! We aren't ready for opponents like this!" Rhade sees the others standing their ground, however, so he fires off a magic missile while the others keep fighting.

Magic Missile at one fighting Kakra. Damage 2d4 + 2 ⇒ (1, 4) + 2 = 7

Spell Resistance check 1d20 + 3 ⇒ (19) + 3 = 22


Rhade's energy missiles penetrate the outsider's resistance to magic and it screams, as it collapses to the ground dead, its body soon dissolving into nothing and disappearing from this plane.
Gorguk is up!


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

I dropped all of the extra gear from the previous encounter by the door so I am still under I believe. It barely. Just to be sure though...

Letting out a tired sigh as the hand touches him Gorguk feels the weight of the world seem to settle on him. Forcing himself to focus on the task at hand and to worry about such problems later Gorguk hurries forward towards the creature hiding in the back. As he moves he lets his backpack drop to the ground to free him up so he can concentrate on the Aghash. Excellent job felling that one now let us concentrate on this one. Beware the hand, it's touch is debilitating.

Free action maintain detect magic.
Free action to drop backpack
Double move to L,23


Gorguk, as soon as you get within range of its horrific gaze, I need a Fort save from you.

In the meantime, the Aghash screams in frustration when the party kills its minion. In your mind, you hear, "I have neutralized your holy warrior and now I will kill you all and feast on your bones!" He casts magic, causing the translucent hand to glow with power and fly toward Jalal.
Touch attack: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
Will save please Jalal.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Fort save 1d20 + 7 ⇒ (6) + 7 = 13 Really, I must be the worst paladin ever.


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Will Save: 1d20 + 3 ⇒ (12) + 3 = 15+2 vs. Enchantments; -2 vs. Mind-affecting


Ooops, just realized that the Aghash did not have line of sight to you, Jalal, in U23. Oh well, since you made save, we will stick with it for this round only. Sorry.

Jalal relies on his elven training and resists the necromantic energy and it dissipates harmlessly around him, although the floating hand remains.

Gorguk on the other hand does not resist the Div's malevolent gaze and he is wracked by terrible pain that causes him to cry out and double over, as he drops his shield and weapon.
He is stunned for 1 round.

Confidently, the Aghash walks to the edge of the dais.

Updated Combat Map

Kakra and rest of party in Round 3.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Alzaar moves to O22
Gorguk needs our help! Come on!

Alzaar sprints forward, his whip trailing behind him, until he gets close enough. Then, the whip lashes forward, as the man attempts to trip the beast!
Trip Attempt+Bardic Luck: 1d20 + 8 ⇒ (17) + 8 = 25

Now, hit him with everything we've got!


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Rhade fires his last Magic Missile of the day at the div.

Damage 2d4 + 2 ⇒ (1, 4) + 2 = 7

Spell Resistance check 1d20 + 3 ⇒ (11) + 3 = 14


Fort save please, Alzaar, as soon as you step 5' and get within range of his gaze attack!

Rhade's energy missiles fly straight and hit the Div, but they fail to penetrate his inherent magic protection. Telepathically, you hear "Your magics are weak!"

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

Kakra will double move to O21.

"Will you stop speaking in my head already!?"


Fort save, Kakra!


To recap, both Kakra and Alzaar moved in range of the creature's gaze attack, so Fort saves are need for both. Jalal is then up, then Gorguk with another Fort save to start his turn.

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

Fort: 1d20 + 5 ⇒ (5) + 5 = 10


Elf Oracle (Ancestors) 3 [HP 19/21 | AC 17/10/17 | F+2 R+1 W+3 (+2 vs. Enchantments, -2 vs. Mind Affecting/Swarms, +4 vs. hot, +1 vs fire) | Init +2 | Low Light Vision, Per +2, SM -1]
Spells:
Oracle 1: 3/6

Seeing Rhade's magics get turned aside, Jalal realizes he may be the only one who can stand up against the Aghash. He quickly casts a spell to protect him from the evil influence of the Div and moves forward to engage it.

Cast Protection from Evil on himself. +2 to AC and save vs. evil. Protection vs. summmoned creatures and mind affecting effects. Move to Q-24.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Will Save: 1d20 + 5 ⇒ (3) + 5 = 8


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

Lets run away!


Alzaar and Kakra reel from the pain from the Akhash's gaze and they double over, dropping all held items, including weapons and shields. Jalal, protected by his magic, walks without harm toward the Div.
Need Gorguk's Fort save at start of his turn.


Paging Gorguk...if you make Fort save DC 16 you may act, but remember, you are holding nothing in your hands and the Aghash is adjacent on the dais to you, so reaching for your weapon provokes AoO.


male Half-orc Paladin 3 HP: 23/25 AC: 22/10/19 saves: F7+, R4, W5

Sorry was on vaca and didn't get back till last night when the site was down. Next time go ahead and go for me if I tell you I am gone for a bit.

fort save 1d20 + 7 ⇒ (5) + 7 = 12

Gorguk continues his ineptitude hoping that the others can avenge him should he fall to the strange creature.


Gorguk remains reeling. The Aghash does not move from its current position and begins casting magic and the directs the glowing spectral hand toward Jalal again, who appears immune to its gaze.
Touch attack: 1d20 + 2 + 7 ⇒ (18) + 2 + 7 = 27
Will save Jalal!

Jalal and Rhade are up. Then Alzaar and Kakra and Gorguk, if they make DC 16 Fort saves.

Scarab Sages

Female Human (Garundi) Separatist Cleric of Nethys 3 [HP 21/26 | AC 20/11/18 | CMD 12 | F+5 R+3 W+6 (+2 vs. death, -1 vs fire) | Init +2 | Per +2, SM +2] Channels 4/6

Fort: 1d20 + 5 ⇒ (16) + 5 = 21

Can we get an updated map please?


Gnome Unc Rogue 1/Divination Wizard 3 | HP 31/35 | AC (19)15/(19)15/(16)12 | F+5R+6W+3 | Init.+8 | Perc.+13, DD+14 | Lowlight vision | Prescience 6/day

"Someone get Gorguk, and let's get out of here! We aren't prepared for this demon right now. Best to regroup," Rhade advises as he moves backwards and prepares to head away, lest they all get killed in horrible ways.


Male Human Archaeologist Bard 3 Luck 8/8 HP:16/21 AC:16; FF:13,T:13,CMD:15; Init:3; F:1,R:6,W:5;CMB:6(whip), Attacks:M Scim +4, 1d6+1,18-20x2; Scorp Whip +5,1d4+1,x2;
Skills:
Acro:9,Esc Art:9,Dis Device:13,Kn-Arc:7,Kn-Dung:7,Kn-His:7,Kn-Nat:7,Kn-Rel:7,Kn-Eng:7,Perc:8,Spl crft:7,Stlth:10

Fortitude Save: 1d20 + 1 ⇒ (19) + 1 = 20

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