Mazra’s Giantslayer Campaign (Inactive)

Game Master Mazra

Trunau is truly a town on the frontier. The frontier between the world of Humans, Elves, Dwarfs and the like and the world of Orcs and Giants. It will take a brave and hardy group of adventurers to defend Trunau and the region from what is about to come.

Cathedral of Minderhal
Minderhal's Valley
Treasure
XPs and Treasure Giantslayer Campaign


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Male
Adjustments:
+4 CMD vs Bull Rush/Trip, +1 vs fear vs giants, +1 dmg when flanking, +1 Shield AC, +4 AC vs Giants
Dwarf Warpriest 8
Vitals:
HP 69/69, F:8/R:2/W:10, AC 22 (26 vs Giants) CMB +10 CMD 22 Init +0

Ragnir grins as Mordea flanks the orc, and looks at the orc with a nasty grin, "Now yer buggered." and waits until the hapless orc is distracted by Mordea's attack.

Attack: 1d20 + 7 ⇒ (17) + 7 = 24bab+str+flank
damage: 1d10 + 4 ⇒ (9) + 4 = 13normal damage + dirty fighter trait


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

Round 2

Agrit, relax, I can help her. We just need a moment
Haskyll kneels down beside Sara, and starts to work feverishly to stop Sara from dying.
first aid dc15: 1d20 + 11 ⇒ (16) + 11 = 27Stat, Class, Ranks, Heal Kit

Had to check, first aid is a standard action

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

rethought round 2
Kaos will pull out the potion of darkvision in preparation of the coming darkness . I believe that is a move action and using it would be another.


Round Two Recap

After Agrit, Haskyll and Kaos remove Sara from the firey beam, the Dwarf Cleric works to prevent the weaponsmith from dying. He manages to stabilize the female Half-Orc. A tearful Agrit's look will be all Haskyll will need to see how much his efforts were appreciated. Choking back another sob, Agrit looks at the rescuers, "We need to get out of here before this whole building comes down. Help me get Sara out."

The last Orc in this group strikes Ulfgard, injuring the Dwarf Ranger.

Mordea sets up for another back stab, but misses the mark.

Anga hits this remaining Orc with another Force Missile, but it is Ragnir's blow that send the Orc scum away from this life.

Victory!


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

Alright Agrit, let us get her out of here, Kaos, can you help?

Haskyll helps lift her to get her out of the house.

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

Kaos will help take her out of the building


When Agrit exits the building she notices the makeshift medical station on the other side of the barricade, "Let's get Sara over there." She points to the medical station.

When Haskyll and Kaos deliver Sara to one of the Acolytes, Agrit turns and gives Haskyll a gold necklace set with beautiful white agates and moonstones. An exquisite pearl glistens as the centerpiece, "Sara is very important to me. Take this as a token of my gratitude. Like Sara this necklace is very special." Agrit returns to Sara's side.

Where do you go next?

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

Ulfgard are you alright?
After he gets some healing I believe we where heading for one of the beacons


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

to the next beacon


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

It was no problem at all Agrit, but thank you none the less
Haskyll then starts to the group, pulling out needle and thread.
Now ulfgard, lets look at those slashes
CLW: 1d8 + 2 ⇒ (2) + 2 = 4

Burning magic weapon for the CLW

Go figure, one good roll, one bad one.


As you head toward the next beacon, the stench of death hangs over this small square in Trunau’s inner quarter. Bodies of all kinds—orcs and humans, men and women, children and the elderly—lie scattered across the cobblestones where they fell. Veins of watery blood crawl from the base of the well in the center of the square, spreading from the limp body of a slain Trunauan guard draped over the side of the well. A rare moment of silence on the battlefield accentuates the sounds of crackling flames in the distance and the steady, hollow drip of blood into the well.

Do you loot the body of the guardsman? If so, open:
On the body you find a longsword, a heavy steel shield, 10 crossbow bolts, a healer’s kit with all 10 uses remaining, 50 feet of hemp rope, a key to the doors of the guard towers surrounding the inner quarter (area L2), and 15 gp. In one of his hands was a vial.


I again prepositioned your party. This time around the well. You will notice activity both left and right. I will be traveling the next week. I am writing this post while my wife drives. The problem will be point and click functionality with my pad during this time. I will likely need your help. There is a white box to the right of the map. Underneath it are the tokens for getting through this section. It will likely take us the week plus to get through this map. Thanks in advance for your assistance.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga looks at the scene, the innocent cut down.

dwarven:
scorch and burn them, $#€$/ orcs


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

Dwarven:
Aye, Orcs. Let them pay for the blood of the innocent that fell here

Haskyll lowers the guardsman off the well, and quickly avails himself of some of the useful items.

I could not see me carrying my pack to a funeral, so I am grabbing the things that are useful, and leaving armour and weapons and cash with the body, for his family.
So that means, the healers kit, rope, key and vial


Male Dwarf
Spoiler:
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10

Waste never
"What in Torags name is happening here?"


Male
Adjustments:
+4 CMD vs Bull Rush/Trip, +1 vs fear vs giants, +1 dmg when flanking, +1 Shield AC, +4 AC vs Giants
Dwarf Warpriest 8
Vitals:
HP 69/69, F:8/R:2/W:10, AC 22 (26 vs Giants) CMB +10 CMD 22 Init +0

On the way to the next beacon Ragnir grins ferociously, "Guess them orcs didn't be likin' Dwarven Diplomacy." He pats his axe, reverently.

Once at the well, he spots more orcs, "Durned stupid greenskins, they'll never be learnin'." He grins at Anga's comments, "Wot say ye and me show them some Dwarven Diplomacy?


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Aye says Anga. She flips her pick in the air, catching it by the haft, while her other hand shimmers with magical energy, glittering in the air with menace.

I feel the need to express myself to those orcs. Strongly.


I believe Ragnir is injured too. Orcs to the right, jokers to the left, which way do you go?


Male
Adjustments:
+4 CMD vs Bull Rush/Trip, +1 vs fear vs giants, +1 dmg when flanking, +1 Shield AC, +4 AC vs Giants
Dwarf Warpriest 8
Vitals:
HP 69/69, F:8/R:2/W:10, AC 22 (26 vs Giants) CMB +10 CMD 22 Init +0

As they move forward, Ragnir calls Torag's light to fill him and cures some of his wounds. Swift Action, Fervor 1d6 healing

fervor: 1d6 ⇒ 5


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

Ah but why go to them, when we should be able to convince them to come to us

Haskyll continues to stow the equipment, and then loads his crossbow.


The Orcs to the right seem to be busy in the homes they are looting. The jokers to the left seem to be making merry. Neither are paying the party any attention.

Ulfgard will note that the jokers to the left are in "The Killing Ground." A tavern known for its very strong distilled beverage....moonshine.


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

The other choice is sneak around the house to the north, and come at the orcs from that side. Or we do the same but from the south for those jokers.

Ulfgard, what is your true HP at?? your tag line shows full


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

which map are we using?

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

If we have a sec that Id the dagger and find out if the necklace is magic


Anga Runedaughter wrote:
which map are we using?

Inner quarter.


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

dont have books with me at work, I think Identify takes more time than we have

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

I thought so to but it only takes three rounds


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Detect magic can give a chance (spellcraft roll) to id an item after three rounds of observation, an identify spell can do it in one round with a +10 bonus

dwarvish:
This cannot be borne

Anga advances deliberately pick in one hand and the other free.

She yells

Orcish:
Come out scum! Come out murderers, cowards, child killers, Orcs!

dwarvish:
Axes of the dwarves! The Dwarves are upon you!

Anga is a bit angry


Male Dwarf
Spoiler:
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10

HP updated
"Our mission are the beacons! And then we go back and kill them all!"


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

Looks like we may not have that option
Haskyll readies his crossbow for the first thing to come out


Nothing comes out of either location. You hear a lot of activity to the right. The jokers to the left are more quiet.

You begin to hear a violent rhythmic drumming coming from the Northeast tower (C28 area). Ulfgard will know it is from an Orc Wardrummer.


Kurst Grath wrote:
Kurst with a concerned look upon his face says, "They have a Cave Giant. Secure this area first though. Find any survivors and get them help here with the Acolytes. Those that can walk should head to the Longhouse." He marches his stalwart band to battle. The Battle of Blood March Hill is fully involved.

This is just a reminder that your orders have changed somewhat.

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

We need to find out if there is any survives. Lets clear out the jokers and fast. Kaos downs his potion and head out.


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

Aye, the tavern may have people in it.
Haskyll runs after Kaos


Everybody take a full round of actions. Go ahead and move your tokens. Use the map coordinates if you can't move your token.

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

Kaos will move to R28 and look around the building.
perception: 1d20 + 4 ⇒ (9) + 4 = 13


The building that Kaos looks into is partially on fire and abandoned.


Male Dwarf
Spoiler:
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10

Ulfgard gulps a potion
1d8 + 1 ⇒ (5) + 1 = 6

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

if that is the case he will move away from the building and the look.


Wizard 10 (evoker) HP 67 // AC 18 T 14 FF 18 (+4 vs giants) // init +2 // Fort +6, Ref +5, Will +8 (+2 vs spells, spell like effects) // perception +11 spellcraft +19
current active :
mage armour +4, shield
Force missiles per day 9/9

Anga advances. No other action


Female human (Garundi) rogue 4 - Init:+7 | Percept:+7 | AC 18 | T14 | FF 14 | HP 40/40 | F+3;R+8;W+2 | Spd.30' |

Mordea moves up past Kaos (R27qB), and continues on using Stealth to move near the front door and look in (end R25qD).

Mordea's Stealth: 1d20 + 8 - 5 ⇒ (4) + 8 - 5 = 7

Thug's Perception: 1d20 + 0 - 2 ⇒ (16) + 0 - 2 = 14

"Oops! Mordea realizes she has been noticed.

"Mordea, what are you doing here?" The man says with a slur as he comes out of the tavern. He then realizes that things are not necessarily friendly. "Get out here. Quick!" He yells.

Initiative rolls to follow.


Kaos' Initiative: 1d20 + 4 ⇒ (11) + 4 = 15
Anga's Initiative: 1d20 + 2 ⇒ (9) + 2 = 11
Ulfgard's Initiative: 1d20 + 1 ⇒ (3) + 1 = 4
Haskyll's Initiative: 1d20 + 0 ⇒ (6) + 0 = 6
Ragnir's Initiative: 1d20 + 0 ⇒ (6) + 0 = 6
Mordea's Initiative: 1d20 + 7 ⇒ (14) + 7 = 21
Half Orc's Initiative: 1d20 + 2 ⇒ (8) + 2 = 10
Thugs' Initiative: 1d20 + 1 ⇒ (17) + 1 = 18

Mordea 21
Thugs 18
Kaos 15
Anga 11
HO 10
Haskyll 6
Ragnir 6
Ulfgard 4

Anga, Kaos, Mordea and Ulfgard took prior actions. Haskyll and Ragnir can take a non-combat action before Round One.

Round One


Female human (Garundi) rogue 4 - Init:+7 | Percept:+7 | AC 18 | T14 | FF 14 | HP 40/40 | F+3;R+8;W+2 | Spd.30' |

The Thug 1 had moved out of the tavern (R25qC)

"Hi Quarl. Up to no good as usual," Mordea takes a pathetic stab at Quarl, totally missing.

Mordea's Short Sword: 1d20 + 3 ⇒ (1) + 3 = 41d6 + 2 ⇒ (4) + 2 = 6


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

Non combat action, another move action to near Anga

Grand Lodge

HP 112 Base AC 21, touch 13, flat-footed 18, Base Atk +7; CMB +12 (+13 sunder); CMD 27 (29 vs. awesome blow, 28 vs. sunder) Human 5 resistance fire Fort +11, Ref +4, Will +5, +8 init, +7 Perception

Kaos will bring up his magic shield
spell failure: 1d100 ⇒ 20


Quarl looks at Mordea, "Whoa lass. I thought you were dead." The Thug drops his spear, takes out an axe and swings at Mordea. The blow would have normally hit the Rogue, but Quarl had been partaking in the the moonshine.

Thug 1 with axe: 1d20 + 2 - 2 ⇒ (14) + 2 - 2 = 14

A second Thug with an axe moves up and takes a chop at the Rogue, "You look familiar." But almost falls over instead.

Thug 2 with axe: 1d20 + 2 - 2 ⇒ (3) + 2 - 2 = 3

A third Thug tries a thrust with his spear, "She does look familiar. Is she drunk? No wait a minute. I am drunk..." But the thug is seeing far too many Mordeas at the moment.

Thug 3 with spear: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 13


Using Gorvi's Alias for the Half-Orc.

The Half-Orc heads out the back door.

GM Screen:
HO to T22qD


Male
Adjustments:
+4 CMD vs Bull Rush/Trip, +1 vs fear vs giants, +1 dmg when flanking, +1 Shield AC, +4 AC vs Giants
Dwarf Warpriest 8
Vitals:
HP 69/69, F:8/R:2/W:10, AC 22 (26 vs Giants) CMB +10 CMD 22 Init +0

"Mordea, ye should back up n'let yer old friends outta the buildin' so they can fight ye proper." He throws a wink at Mordea, hoping she remembers the flanking they did in the last fight.


Male
daily abilities:
(Channel 3/3 DC 15 / 5d6), (Acid Darts 8/8, d6+5), (Protection Ability 8/8, +2 saves)(Aura of Protection +3 Def AC, Resist All +10, 10/10 Rounds)
Dwarf Cleric 10
Basic Info:
(HP 72/72, (AC 22/21, T14, FF18/17 (With/Without Shield))+4 vs Giant Subtype, CMB 11, CMD 25, (Save F11, R6, W15, +4 vs Spell/SLA, +2 vs Poison), Init 0, (Perc 14, +2 vs stone)(Acid Resist 10)

Round 1
Haskyll moves to where he can get a clearer line of fire. Q26Qb
He then attempts to put his readied bolt into the thug with the spear.

attack: 1d20 + 1 - 4 ⇒ (12) + 1 - 4 = 9
damage: 1d8 ⇒ 6

Only to have the bolt hit the doorframe


Male Dwarf
Spoiler:
HP 126/126 Ini+1 Sp30" Ac 22 T11 FF19 F11 R7 W 4 +3MSSL Per+14
Ranger (Divine Tracker) 10

Moving forward Ulfgard will happily try to hit an invader.
Attack: 1d20 + 7 ⇒ (13) + 7 = 201d10 + 4 ⇒ (2) + 4 = 6

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