Mazra’s Rise of the Runelords Campaign (Inactive)

Game Master Mazra

Sandpoint
Kaijitsu Estate
Map of Varisia

Party Treasure.
XPs Tally Link with Treasure Found
Map Archive Folder


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Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath will move to take a closer look at the mold, scowling as something just isn't right with mold in EVERY room.


Does Garrath open the moldy curtains? I promise it is not a Haunt. ;)


Perception: 1d20 + 10 ⇒ (6) + 10 = 16

Kelvin looks intently around the room and think I am glad Brandark and Garrath open things and not me as he scans for anything out of the ordinary.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Kelvin, can you check this door

Brandark stays carefully away from the curtains


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"Let me check for magic... Just a moment."
Detect magic


Assuming you mean the door at O25
Perception: 1d20 + 10 ⇒ (11) + 10 = 21
Perception (trap): 1d20 + 12 ⇒ (18) + 12 = 30
Disable Device: 1d20 + 16 ⇒ (20) + 16 = 36 if needed

"Sure." Kelvin does as Brandark asks, figuring as long as he checks the doors, Brandark will open them!

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

I just want to let you guys know I am right behind you if you need any help. :)


If Kelvin doesn't open the curtains, then he doesn't see anything out of the ordinary in the drawing room.

Are we sure nobody wants to open the moldy curtains?

Elektra does not detect any magic in the Drawing Room.

Amazingly Kelvin will not find a trap on the next door. And incredibly the door is not locked. Imagine that!

When Brandark opens the door, he sees a library with two chairs, one of which lies on its side, before a stone fireplace. A scarf, its reds and golds contrasting with the drab palette of the room, is draped over the side of the fallen chair. A book sits face down on the floor between the chairs. A stone bookend, carved to look like a praying angel with butterfly wings, lies on its side in the fireplace itself.

DC 20 Perception:
You believe that the scarf, just briefly, moved on its own.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Perc: 1d20 + 8 ⇒ (11) + 8 = 19


That was close! Though Elektra didn't notice the spoiler item above, she did notice this:

Elektra notices a splash of dried blood stains on the back of the northernmost chair. She then notices that the bookend reveals more blood, clots of hair, and bits of skull and flesh—in addition, part of one wing has been broken off.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Going closer and carefully stroking the scarf, Elektra searches the place suddenly taking in air as she understands ... here a murder happened.


Perception: 1d20 + 10 ⇒ (17) + 10 = 27

"That scarf. It moved. Anyone else see that?"


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

perception: 1d20 + 9 ⇒ (20) + 9 = 29

Aye, I saw that. I don't like it but I saw it.

As he see's Elektra reaching for the scarf.
Don't touch. Only to be a second late.

Of course now I get a good roll. :(


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath warily moves into the room, expecting the worst, and watching for spooks, spirits, or animated objects to attack. His nerves clearly getting the best of him.perception: 1d20 + 10 ⇒ (4) + 10 = 14

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

perception: 1d20 + 3 ⇒ (13) + 3 = 16
No, But Brandark when did you get these burns from?
CLW burn sun metal: 1d8 + 5 ⇒ (1) + 5 = 6
CLW Burn Comp. Lang: 1d8 + 5 ⇒ (1) + 5 = 6
Really REALLY


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Stone, why are you not using the wand??, we do have a wand, and I am sure the GM will let us use it instead of your spells. :)

I got these singes from when that statue tried to eat me in the last room.


Absolutely, it may be a while before you will get an opportunity to rest.

Garrath has a reason to be nervous. A horrific shriek fills the room as the scarf flies into the air to wrap around Garrath’s throat.

@Garrath:
DC 16 Will save to avoid being paralyzed with fear as a ghostly image of Aldern Foxglove manifests before you and appears to be using the scarf to choke you to death; at the same moment, Garrath loses sense of self and you believe you have become the woman you previously danced with back in the piano room. In addition Garrath must make a DC 16 Fortitude save—success indicates he merely takes 3d6 points of nonlethal damage, but failure indicates he is immediately reduced to –1 hit points and is dying. If you make your save, roll the 3d6 non-lethal damage.

Afterwards, the scarf settles gently to the floor.

Where do you go next?

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Sounds good. And I thought we did but I couldn't find it.


Brandark Plainswalker wrote:

After paying for the wand out of the communal pot, Brandark passes the wand to Stone.

Something to make healing us a little easier He grins at Stone.

Brandark will then go to the gem merchant to reduce his coinage to more transportable form.

He will also reduce the communal fund to an easier form to carry.

Here is the Wand. 50 CLWs, I don't recall if it has been used.


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

hasnt been yet

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Thank you i will add it to my sheet immediately


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

So I guess I will call it 4 hp from the 2 charges, instead of your spells. It doesn't matter if it is me rolling, or you, or the GM. the RNG hates me. :(

Dark Archive

Muhahahahahahaha


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp

Garrath claws at the scarf that wraps around his neck, pulling at the cloth. Tossing the cloth to the side, the big barbarian draws in a deep breath, and proceeds to reach down and grab the scarf holding it up for everyone to see. This whole place is cursed! I saw through her eyes. Foxglove choked the life out of her, with this scarf. He looks wide eyed at the place, He will pay for that, with this scarf. Garrath stashes it into his pack and then growls. He will find me much harder to kill than the woman.

will save: 1d20 + 8 ⇒ (13) + 8 = 21
fort save: 1d20 + 11 ⇒ (17) + 11 = 28
damage: 3d6 - 4 ⇒ (6, 1, 3) - 4 = 6 3d6 - 4 for DR vs Non Lethal damage


Male Human Shoanti
Roll adjustments:
PA -2/+4 hit/dmg, Furious Focus +2atk, Reckless Abandon +2 hit/-2 AC, Rage
Barbarian (Invulnerable Rager) 8 (HP: 52/92 AC:18, 14, 15 Saves: F: +13, R:+10 W:+9 CMB:+10, CMD: 27/24 Init: +5 Perc: +13) rage 1/20 round rage up:91/91 hp
Brandark wrote:
So I guess I will call it 4 hp from the 2 charges, instead of your spells. It doesn't matter if it is me rolling, or you, or the GM. the RNG hates me. :(

It's true! His RNG follows him too. He has the same luck in the Wrath of the Righteous game!

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

This wand is a little tricky let me try it again
Wand CLW: 1d8 + 1 ⇒ (5) + 1 = 6


Next?

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Let's go checkout the two doors in the hall.


Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Perception (trap): 1d20 + 12 ⇒ (13) + 12 = 25
Disable Device: 1d20 + 16 ⇒ (8) + 16 = 24 if needed

"Sure thing" Kelvin heads back and checks the southern hallway door(@L27).

Perception: 1d20 + 10 ⇒ (15) + 10 = 25
Perception (trap): 1d20 + 12 ⇒ (18) + 12 = 30
Disable Device: 1d20 + 16 ⇒ (6) + 16 = 22 if needed

Once done with that one, he turns and checks the northern door.(@K27)


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Once the doors are checked, Brandark opens them up.

Although I might complain about the RNG, I am enjoying the games. I just got to stack the skills so that I succeed even if I roll a 1 :)


Back in the Entrance Hall Perception DC 20:
You hear and maybe for some again your hear sobs and crying from up the stairs off this room.

As Kelvin moves to the hallway, he again sees a rather gruesome antique—what appears to be a mummifed monkey head—hangs on the northern wall here, its tiny mouth gaping. A bellpull extends from the monkey’s gaping mouth. A ratty throw rug partially obscures a foul stain of dark-colored mold on the foor.

In Hallway Perception DC 20:
The stain under the rug is about 10 feet across, a swirling pattern of dark blue, sickly green, and black mold that grows in a spiral. When you examined it closely, it looks almost like a bird’s- eye view of a spiraling staircase descending downward, with each step littered with skulls and bones.

Kelvin will determine that neither the North or South door is trapped. The South door is not locked. The North door is locked.

Kelvin was unable to pick the lock to the North door.


Perception: 1d20 + 10 ⇒ (13) + 10 = 23 entry hall
Perception: 1d20 + 10 ⇒ (5) + 10 = 15 hallway

"There are sobs coming from up the stairs, but I think we want to finish this floor first, right?"

Angered at himself for not being able to easily pick the lock on the north door, Kelvin spends time and does it right this time. Take 20 for total of 36

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

perception entry: 1d20 + 3 ⇒ (4) + 3 = 7
perception hall: 1d20 + 3 ⇒ (18) + 3 = 21
Kelvin try that lock again I think you will have better luck this time. Watch out for that mold. Stone will then discribe what he sees in the mold. Look at hallway spoiler


As Kelvin takes his time, he easily picks the lock.

When Brandark opens the doors, he will discover stairs up to the South and stairs down to the North.

Next?


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

"I fear for the worst downstairs, but maybe we should check upstairs first!"


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

percept Entrance Hall: 1d20 + 9 ⇒ (15) + 9 = 24
percept In hall: 1d20 + 9 ⇒ (5) + 9 = 14

How about we finish checking this floor before we decide on starting to chew on the upper floors.


Perception: 1d20 + 10 ⇒ (3) + 10 = 13 I26
Perception (trap): 1d20 + 12 ⇒ (7) + 12 = 19
Disable Device: 1d20 + 16 ⇒ (6) + 16 = 22 if needed

Perception: 1d20 + 10 ⇒ (12) + 10 = 22 I28
Perception (trap): 1d20 + 12 ⇒ (4) + 12 = 16
Disable Device: 1d20 + 16 ⇒ (11) + 16 = 27 if needed

"Finishing this floor is fine with me, then upstairs." Kelvin moves to the hallway and checks the next door(I26).

Once he has checked that he moves to the end of the hallway and checks that door also.(I28)

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Listen up guys this place is making us all see different thing some of those thing a cause real damage but only you my know what happened. Please keep the rest of us in the loop on what is going on. I do not want anyone falling because they where hurt and I didn't know.

While looking at the mold and the monkey. That's strange.
Stone will cast Detect Magic to see if there is anything going on with the mold or the monkey head.


The mold does not radiate Magic. The gruesome Monkey Head does.

Since you were at it, I will describe the Dining Room first.

Dining Room (B4)

A mahogany table surrounded by chairs sits in this room. Twin fireplaces loom to the west, while, to the east, stained-glass windows obscure what could have been a breathtaking view of the Lost Coast. Each window depicts a monster rising out of smoke pouring from a seven-sided box. From north to south are depicted a gnarled tree with an enraged face, an immense hook-beaked bird with sky-blue and gold plumage, a winged centaur-like creature with a lion’s lower body and a snarling woman’s upper torso, and a deep blue squidlike creature with evil red eyes.

DC 15 Knowledge (Engineering):
You note that it was an unusual design choice to fit the rooms with arguably the best view of the Lost Coast with windows one cannot see through.

DC 25 Knowledge (arcana):
You note that the runes on the box
are necromancy-related, that the monsters seem not to be emerging from the boxes but rather being drawn in, and that their snarling visages express not rage, but rather fear.

DC 15 Knowledge (nature):
The gnarled tree with an enraged face is a treant.

Another DC 15 Knowledge (nature):
The immense hook-beaked bird with sky-blue and gold plumage is a roc.

Another Knowledge (arcana) this time DC 15:
The winged centaur-like creature with a lion’s lower body and a snarling woman’s upper torso is a sphinx.

And yet another DC 15 Knowledge (arcana):
The deep blue squidlike creature with evil red eyes is a kraken.

Lounge (B5)

Kelvin will not find the door to this room at the end of the hallway trapped or locked.

When Brandark opens the door he sees a dusty room that features a long couch caked with white sheets of wispy fungus. Eddies of dust skitter along the warped floorboards as if caught up by a slight breeze, yet no wind is noticeable in the air.

DC 20 Perception:
You notices that the dust is being disturbed, almost as if an invisible person were pacing violently back and forth before the fireplace.

Who further searches the room?


Perception: 1d20 + 10 ⇒ (12) + 10 = 22 DC 20 above
Perception: 1d20 + 10 ⇒ (9) + 10 = 19 Further searching the room

"It looks like someone pacing in front of the fireplace."

Kelvin searches the room some more.


@ Kelvin:
You and you alone hear a woman’s voice whisper, “Lorey.” Then you have a brief flash of memory—a woman’s memory filled with worry about what her husband might be doing on those late nights spent in the basement. An instant later, Kelvin is suddenly convinced that Elektra is your child. You develop a powerful urge to escape the house. You want to grab Elektra and flee before something horrible happens. A DC 14 Will Save will allow Kelvin to resist this urge.


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

KE: 1d20 + 9 ⇒ (8) + 9 = 17
KA: 1d20 + 14 ⇒ (6) + 14 = 20
KN: 1d20 + 2 ⇒ (12) + 2 = 14
KN: 1d20 + 2 ⇒ (10) + 2 = 12
KA: 1d20 + 14 ⇒ (20) + 14 = 34
KA: 1d20 + 14 ⇒ (5) + 14 = 19
"HMM.... this is the best view, but you do not see through glass.. but look at the pictures... You can see a treant, a rock, a sphinx and a kraken... all in their way very potent creatures.... We have wood, air, water.... spinx could be fire and wood for earth. So we have all 4 elements. This could point to summoning.. no.. those are creatures way beyond mortal magic... I have some ideas.. but those all are not very pleasant. The haunting and the undead point to necromancy..... I do not like this road of deduction..."


Will save; +2 vs enchantment spells and effects: 1d20 + 1 ⇒ (14) + 1 = 15

@DM:
I am assuming the Will Save also "ends" the haunt and I do not think Elektra is my child, etc.

"Elektra, my chi......" Kelvin reaches for her hand and starts to say, then shakes it off. "No one heard that voice did they? This house is truly haunted."

Grand Lodge

HP 87/87 Male Human
Active Affects:
Cleric of Sarenrae Init +4; Perc +4 AC 23 T 13, FF 21 Fort +9, Ref +5, Will +11 5/5 Channel 5d6

Eletra this monkey thing is magic. Can you tell more?


Kelvin manages to shake off the effects. He no longer thinks Elektra is his child.

And you don't go running out of the house, screaming and with arms waving wildly in the air. :)

Next?


female
CP:
Nothing atm
Elf Wizard (Diviner) 5, Cyphermage 5
Stats:
hp52/52 AC 17|T 16 |FF 14, F +4|R +5|W +7, Init +4, Per +17

Spc: 1d20 + 14 ⇒ (2) + 14 = 16


Perception: 1d20 + 10 ⇒ (9) + 10 = 19
Perception (trap): 1d20 + 12 ⇒ (6) + 12 = 18
Disable Device: 1d20 + 16 ⇒ (11) + 16 = 27 if needed

"Shall we look at the only room left to look at?" He listens at the door(I26), checks it for traps and disables any found.


As Elektra examines the gruesome Monkey Head, she inadvertently pulls the cord and a shrill simian sound is heard, almost like an alarm. Everyone will jump a little.

Unfortunately, she was unable to actually identify the magical properties, but can guess that it is some kind of weird magical device that is used as a doorbell or servants call. It is a curiosity and may have some value.

Now Kelvin will not see either a trap or a lock on this washroom door.

When Brandark opens the door, he will that this is a simple washroom. An ancient metal washtub stands to the north, a ring of mildew crusting its inner surface. A strange, furtive scratching comes from inside the tub.

We he peers into the tub he sees a Rat. Note link. This pathetic horrible looking animal is trying hard to climb out of the tub. It starts shrieking in a frenzy when Brandark gets close. It futilely tries to climb out of the tub and attack Brandark.

Rat's Climb Check: 1d20 + 10 ⇒ (4) + 10 = 14


"Kill it and put it out of it's misery Brandark."

After the rat is dead, "up or down?"


Male
Abacuzar:
War Horse (Charger) (HP82/82),(AC29, T12, FF25), Save(F+9, R+9, W+4), (CMB 13, CMD 27), Init 3, Perc 6. Scent and Low Light Vision
Dwarf
daily use:
Challenge 3/3, Tactition 3/3
Cavalier 7/Fighter 3
Main Info:
(HP77/77), (AC21/20, T11, FF20/19(With/Without Shield)) +4 vs Giant Subtype, Saves (F+10,R+5, W+4)(+4 vs Spell, SLA, and +2 vs Poison),(CMB 15, CMD 27), (Init 2, Perc+14-+2 vs stonework)

Thinking we go up.

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