Motteditor's Reign of Winter PBP (Inactive)

Game Master motteditor

Combat map / overall map


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RPG Superstar 2012 Top 16

The snowman doesn't respond to any of your entreaties.

Mal, you haven't heard of anything natural of this sort, though you suppose it could be some sort of magical construct.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Tsin lowers her crossbow. Unlikely to do much against walking water. "You don't need to get all fired up about us trying to continue on our way. It would melt my heart, were you to allow us to pass." Tsin makes eye contact with Malavarius, thinks better, and raises a brow to Zeno.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir tries to ignore the rap on his head, the effect making Hektir even angrier.

And I thought Quinn was annoying.

Hektir's feels change as he welcomes Zeno to his shoulder.

"You're right, bird. You're always right, aren't ya?"

The bird gets it.

* * *
Not feeling like talking any more to the snowman, Hektir continues along his original action: kicking the snowman over, except now after kicking it over, he'll stow the sign (wooden?) in his backpack.

"Firewood," Hektir offers as an explanation. "Let's get going again."

Unless something happens, Hektir will continue following the trail.

RPG Superstar 2012 Top 16

As Pemsworth -- looking for a trap -- and Hektir approach the snowman, it suddenly lets out an ear-shattering scream! 2 hp sonic damage to all; Fort save DC 18 or be stunned 1 round

1d8 ⇒ 2

Initiative:

Hektir: 1d20 + 4 ⇒ (10) + 4 = 14
Malavarius: 1d20 + 1 ⇒ (8) + 1 = 9
Pemsworth: 1d20 + 4 ⇒ (13) + 4 = 17
Quinn: 1d20 + 3 ⇒ (4) + 3 = 7
Tsin: 1d20 + 2 ⇒ (19) + 2 = 21
Antagonist: 1d20 - 1 ⇒ (6) - 1 = 5


retired (AP completed)

does a successful save reduce the damage by half as well?

Malavarius Fort: 1d20 ⇒ 4
Zeno Fort: 1d20 ⇒ 16


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Fortitude Save +4: 1d20 + 4 ⇒ (3) + 4 = 7

Round 1, Init: 7, HP: 7/9, AC 18

Quinn drops his crossbow and staggers backward at the sonic blast, stunned by the energy. AC 13

RPG Superstar 2012 Top 16

Nope; sorry, Mal.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

1d20 + 4 ⇒ (12) + 4 = 16 Fort save

Hektir drops his sling, stunned. To stunned to even be angry.


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pemsworth lets out a yelp as the snowman shrieks. Fort: 1d2 + 3 ⇒ (2) + 3 = 5 His hands clapped to the his ears, he pays no attention to his surroundings!


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 1, Init 21

Status:

AC = 16
HP = 12/14
Weapon Equipped = Falchion
Condition(s) = None

Fortitude v Stun: 1d20 + 6 ⇒ (16) + 6 = 22

Tsin flinches at the blast, drops her crossbow, only to free her hands to draw the falchion, and move to strike at the only thing that seems to merit retribution. "Blast that infernal noise! We meant no harm!"

Falchion: 1d20 + 6 ⇒ (8) + 6 = 14 for 2d4 + 6 ⇒ (1, 2) + 6 = 9 damage

"Boys. Boys! Pick up your things already. It's just a little noise."


retired (AP completed)

Malavarius' staff slips from his hands and Zeno plunges head first into the snow, his little feet sticking out of the small drift he vanished into.

RPG Superstar 2012 Top 16

Round 1:

Tsin: 21
Pemsworth: 17
Hektir: 14
Malavarius: 9
Quinn: 7
Antagonist: 5

As everyone else is stunned by the snowman's sudden shout, Tsin strides forward and smashes the thing, her blade sending snow, branches and a handful of small rocks flying.

Everyone but Tsin:

Two small figures apparently made of ice -- humanoid from the waist up, with a snake-like tail below -- emerge from the frozen river in front of you.

DC 11 Knowledge (Planes):

They're ice elementals.

Perception:

1d20 + 8 ⇒ (1) + 8 = 9

Hektir: 1d20 + 8 ⇒ (4) + 8 = 12
Malavarius: 1d20 + 4 ⇒ (6) + 4 = 10
Pemsworth: 1d20 + 7 ⇒ (13) + 7 = 20
Quinn: 1d20 + 12 ⇒ (9) + 12 = 21
Tsin: 1d20 + 2 ⇒ (2) + 2 = 4

Map coming tomorrow.


retired (AP completed)

No ranks in that particular knowledge yet - can't make the DC untrained! d'oh!


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Pemsworth feels his head clearing and reaches down to the snow to grab his sling from where he dropped it. He draws a bullet and loads it, beginning to whirl the sling about in preparation for attack!

RPG Superstar 2012 Top 16

Map

Note that I put in an alphanumerical grid, though the letters in the middle are a bit tough to see. Please be specific about where you're going. Remember that the snow makes movement take two squares and you can guess the ice will probably be slippery.


retired (AP completed)

The alpha-rows are showing with a lot of repeat letters for me - not sure if that's because of my phone or the map.

Round 2; Initiative 9
Grumbling to himself as shakes the ringing out of his ears, Malavarius narrows his eyes as he sees the icy creatures rise from the frozen river. As he finishes intoning a spell, he sweeps his pointed hat off his head and holds it out as if he were going to catch something. Half a breath later a popping, sparking image of Zeno with his tail feathers ablaze bursts from the depths of the hat. It screeches and screams as it zips through the air, between Hektir's legs, over Pemsworth, around Quinn's waist twice, over Tsin's shoulder and at last explodes with a bright, burning flash atop one of the creatures.

Fire damage: 1d4 ⇒ 1 plus dazzled; Reflex Save DC 15 for half, success negates dazzled condition

Standard Action: cast snapdragon fireworks
Move Action: direct firework to detonate in Square E6 (the northernmost elemental)

Zeno, meanwhile, extricates himself from the snow and flaps back up to land atop Malavarius' bald, shiny pate. The little bird hops energetically from his vantage point, cheering everyone on.

Status:

Zeno's HP: 3/5
HP: 8/10
AC: 11 (11 T / 10 FF)
Fort: +0 // Ref: +1 // Will: +4 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold

Cantrips Prepared (3): light, prestidigitation, read magic
Level 1 Prepared (3+2+1): endure elements [x], protection from evil [ ], shield* [ ], snapdragon fireworks [x] [ ] [ ]

Protective Ward used: 0/8
Zeno detect magic used: 0/1

Ongoing Effects: none

RPG Superstar 2012 Top 16

Er, that's apparently because I don't know my ABCs... *headdesk* I am not having a good last 24 hours in PBP, apparently... Make the top letters G and the repeated ones below Gg (for example), please.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 2, Init 14

"PIDDLESPOT!" Hektir roars as he regains his senses. "You little snowy ice cubes! We're going to melt you into piss!"

Not bothering to pick up his sling from the ground, Hektir draws his scimitar and readies a slash if one gets close.

1d20 + 3 ⇒ (3) + 3 = 6 to hit;
1d6 + 3 ⇒ (3) + 3 = 6 damage.

Quick Stats:

HP:12/14
AC: 17 (+2 dex, +3 armor, +2 heavy shield)


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 2, Delay to Init 13

Status:

AC = 16
HP = 12/14
Weapon Equipped = Falchion
Condition(s) = Trepidatious

Standing over the destroyed snowman, Tsin looks down at it and snorts one nostril clean. There. No more outbursts. Only when Hektir outbursts a second time does Tsin turn her attention to the stream's banks. "Oh."

Tsin looks at the stream's ice cover, and the agility of the creatures that approach, and prepares to swing on the first creature that tries to engage her or one of hers. Let them approach as a pair, and I'll nip the second too. She digs in her back heel, to reassure her footing.
Falchion: 1d20 + 6 ⇒ (12) + 6 = 18 for 2d4 + 6 ⇒ (1, 1) + 6 = 8 damage


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Round 2, Init 7

Quinn recovers his dropped crossbow and unloads the bolt at the icy creature approaching Tsin.

Light Crossbow +3: 1d20 + 3 ⇒ (7) + 3 = 10
damage: 1d8 ⇒ 5

"Curse these icy beasts! Let's stock up on fire the first chance we get!"


HP 98/98; AC 19, T 14, FF 15; F+9, R+14, W+15; Init +8; Perc+23 (24 vs traps); SR 27; immune to cold

Guys I will be on vacation until the 16th. My internet will be spotty, so feel free to DMPC me as needed. Thanks!


retired (AP completed)

"Ooo! Hektir, the pointy end goes the other way! Yes, toward the bad frozen thing! Just like that! Good!"

"You have done this before, haven't you, Quinn? You could maybe try aiming before you squeeze the trigger next time!"

"Yay! Tsin! Excellent job at being useful! Do it again so these buffoons can learn from you!"


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Parlay with venison, now praise from squab. Tsin nods in acknowledgment of Zeno's support, but never takes her eyes from the woken waters. If it weren't for the biting cold, I'd pinch myself to wake from opium dreams.

RPG Superstar 2012 Top 16

Round 2:

Pemsworth: 17
Hektir: 14
Tsin: 13
Malavarius: 9
Quinn: 7
Antagonist: 5

Pemsworth grabs and prepares his sling as Quinn quickly fires a bolt -- perhaps too hastily, as it goes sailing between the two creatures!

The one elemental seems to scream in pain as Malavarius' spell hits it, diving back into the ice. The other follows it, seemingly disappearing.

Mechanics:

Reflex save: 1d20 + 2 ⇒ (1) + 2 = 3

Elemental 1: 2 hp, dazzled


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 2, Init 14

Hektir moves to E10, finding movement tough in the terrain.

"You piddlespotting little snowballs, come here so we can talk."

Hektir readies for them to approach before attacking.

1d20 + 3 ⇒ (14) + 3 = 17 to hit;
1d6 + 3 ⇒ (1) + 3 = 4 damage


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 2, Init 13

Status:

AC = 16
HP = 14/14
Weapon Equipped = Falchion
Condition(s) = None

I'd lash out at the one who caused me pain. If those things can burrow, then they might be headed at Mal. Tsin takes a step to close the flank next to Hektir. Move to E-11

"Come now. Show yourselves, and let's be done with this."

Tsin readies a swing on either creature should they show themselves. Her footing betrays her, and she spends her energy more on balance, less on accuracy.
Falchion: 1d20 + 6 ⇒ (4) + 6 = 10 for 2d4 + 6 ⇒ (3, 3) + 6 = 12 damage


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Round 3, Init: 7

Quinn curses to himself, drawing another bolt and loading his crossbow. Moving forward slowly through the snow, he brings up the flank behind Tsin.

move to E-12


retired (AP completed)

Round 2; Initiative 9

"Ha ha! Zeno, did you see that? Ha! Ran right back into the frozen river, they did. You don't suppose they're lurking just under the surface in the hopes of ambushing us, do you?" Malavarius bends over, snatching his staff out of the snow. As he stands, he raises his staff and a shimmering curtain of light blossoms from the head and slowly cascades down to the snowy ground. At the same time, Zeno settles on his familiar perch.

"I say, you know if I saw a screaming, flaming Zeno flying at me, I'd run away too. Come to think of it, it wouldn't need to be screaming or flaming. Ha ha! Zeno? Did you hear that? Ha!"

Zeno grumbles and hops angrily on Malavarius' hat, bending the point into a wrinkled hump, "If you weren't being so uncharacteristically helpful... ooooh, never mind. Your head's big enough already."

Move action: Pick up staff
Standard action: Activate Protective Ward

Any allies within 10ft gain +1 deflection bonus to AC

Status:

Zeno's HP: 3/5
HP: 8/10
AC: 12 (12 T / 11 FF) (includes protective ward)
Fort: +0 // Ref: +1 // Will: +4 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold

Cantrips Prepared (3): light, prestidigitation, read magic
Level 1 Prepared (3+2+1): endure elements [x], protection from evil [ ], shield* [ ], snapdragon fireworks [x] [ ] [ ]

Protective Ward used: 1/8
Zeno detect magic used: 0/1

Ongoing Effects: Protective Ward 1/5 rounds

RPG Superstar 2012 Top 16

Round 3:

Hektir: 14
Tsin: 13
Malavarius: 9
Quinn: 7
Pemsworth: 17
Antagonist: 5

Pemsworth looks around for any threat, his sling continuing to swing Hold action until threats present themselves., as do Hektir and Tsin, while Malavarius activates his protective magic.

Suddenly the two creatures emerge, one behind the wizard, one next to Tsin. Hektir's blade lashes out and sends chips of ice flying, but Tsin is caught by surprise, her blade flashes above the creature's head.

However as it tries to push her, she lashes out again, catching it squarely in the torso and foiling its attempt to get her onto the ice.

The other creature ducks Pem's sling shot and slams into Mal, though his magic protects him somewhat from its attack. 2 hp

Mechanics:

Pemsworth sling: 1d20 + 5 - 4 ⇒ (5) + 5 - 4 = 6

Tsin AoO: 1d20 + 6 ⇒ (20) + 6 = 26
Tsin confirm? 1d20 + 6 ⇒ (4) + 6 = 10
2d4 + 6 ⇒ (2, 2) + 6 = 10

E1 attack (Mal): 1d20 + 2 ⇒ (12) + 2 = 14
1d4 + 1 + 1d3 ⇒ (1) + 1 + (2) = 4

E2 bull rush: 1d20 + 4 ⇒ (13) + 4 = 17

E1 (Mal): 4 hp
E2 (Tsin): 10

Map


retired (AP completed)

Round 4; Initiative 9

"Ah! What are you bothering an old man for, you big frosty bully?! Ooooof! Hah! Zeno! Zeno! Quickly, fly us to safety!"
"You're too big!"
"Ohhhh, what are you good for, anyway?!" Malavarius hustles through the snow to safety, to the other side of the group. "Help! Help an old man!"

Full Round action: Withdraw (D13 > E13 > F12)

Status:
Zeno's HP: 3/5
HP: 4/10
AC: 12 (12 T / 11 FF) (includes protective ward)
Fort: +0 // Ref: +1 // Will: +4 (+1 vs spells, SLAs, & Su abilities of evil arcane spellcasters)
Resist 5: Cold

Cantrips Prepared (3): light, prestidigitation, read magic
Level 1 Prepared (3+2+1): endure elements [x], protection from evil [ ], shield* [ ], snapdragon fireworks [x] [ ] [ ]

Protective Ward used: 1/8
Zeno detect magic used: 0/1

Ongoing Effects: Protective Ward 2/5 rounds


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Round 4, Init 14

Hektir grunts as his scimitar hacks off some shaved ice.

I wish I had some nice orange and golden truffle sauce to pour over that...that's good eatin'.

Hektir swings at the elemental in front of him, hoping to take it down.

1d20 + 3 ⇒ (19) + 3 = 22 to hit;
1d6 + 3 ⇒ (6) + 3 = 9 damage.

No crits on elementals.

Quick Stats:

HP: 12/14
AC: 18 (+2 dex, +3 armor, +2 shield, +1 Mal's thing)


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Round 4, Init 13

Status:

AC = 16
HP = 14/14
Weapon Equipped = Falchion
Condition(s) = Enduring Elements

"Hands off! Sod off while you're at it!" Tsin looks for another go at an icy creature. If Hektir takes out E2, Tsin relocates to Mal's old position at D-13, delaying to Init 8.

Falchion, Power Attack: 1d20 + 6 - 1 ⇒ (17) + 6 - 1 = 22 for 2d4 + 6 + 2 ⇒ (4, 3) + 6 + 2 = 15 damage

RPG Superstar 2012 Top 16

And sometimes I realize I should just pay attention to what people post before waiting for everyone else to post.

Round 4
A couple swings of Hektir and Tsin's blade reduce the elementals to so much snow and ice, now no longer discernable from everything else falling from the sky.

If you want to cross the stream -- which you need to do to continue to follow the path -- please let me know how you go...


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir chops and stomps the icy ground a few times, as if trying to stamp out a fire. He then pulls down his pants and douses the area with a healthy dose of yellow rain.

"Piddlespot these piddlespotters! How'd you like that warm rain!?"

Shaking a few times, Hektir goes to pick up his sling while wiping his hand on his pants, still muttering angrily.

"We ready to move on again? My ears hurt, but I'm good to go."

When people are ready, Hektir will look for a safe place to cross/wade, taking his time and trying to be safe, following the path.


retired (AP completed)

Is the river/stream frozen or is the water moving?

RPG Superstar 2012 Top 16

A layer of ice coats the surface of the river.


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

"Hektir, NO!" But Quinn is slow to react and the yellow rain falls across the snow. "Snow elementals are bad enough, I'd hate to see a yellow snow elemental, hopefully those things can't reform?" Quinn looks distrustfully at both the yellow snow and Hektir.


retired (AP completed)

Malavarius wiggles his finger into his right ear vigorously, shaking his head when he extracts it. "I say, rude welcomes abound on this little trip. Just where are you young folk taking an old man after all? And is everyone alright?"

After a little bit of mumbling to himself, Malavarius walks over to the edge of the frozen river, oblivious to Hektir's urinary victory ritual. He taps the ice with the end of his staff, testing its strength with several sharp stabs. "I don't think I should like to take a swim in this. Hmmmm... no, not one bit." He strokes his beard in contemplation a few moments before gasping with a start. "Zeno! I say, Zeno! Are you still up there?" He pokes the brim of his hat with the head of his staff several times. Zeno suffers the prodding in silence, stubbornly refusing to give up his perch as he rocks about wildly. "Are you quite alright? I just remembered you fell head first into the snow. Funniest thing I've seen all day. He he."


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Tsin picks up her crossbow, takes her backpack off, and starts to rummage. She produces a pair of cleats, and fumbles to put them on. Unbelievable. Father was right. My size is his.

She stands, and grinds her heel into the snowbank, still unsure about how they'll fare on the slicker river surface. Securing a rope about her waist, she looks up, startled by Quinn's outburst. Only upon noticing a color change in the snowbank does she understand

"Would one of you two have hands dry enough to tether me to shore?" Her look of disgust on Hektir turns to expectation when she turns to Quinn. "No offense, Pemsworth. If I prove too heavy for the ice, we may have to send you across first. Like a skipping stone."

Tsin takes the initiative to set foot on the ice, test the spikes on their purchase. She tugs on the rope to test how strongly it's being held on shore.


Male Elf Traveler 16 | init +6, per +32 | AC 35/19/29 | HP 130 | Fort +17, Reflex +15, Will +20 (+2) | CMB +14, CMD 33

Quinn gathers up the rope and braces himself as best he can on the snowy bank, using a small tree growing by the water's edge to improve his anchor position. Scanning the surface of the ice for any signs of a hazard, he also keeps his eyes on the far bank for lurking ambushers.

Perception +12: 1d20 + 12 ⇒ (5) + 12 = 17

RPG Superstar 2012 Top 16

You don't see anything on the far side, though the falling snow does strongly limit your vision.


retired (AP completed)

How wide is the river?

RPG Superstar 2012 Top 16

It's 20 feet wide.


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Tsin nods at Quinn, and starts across the river, slowly, very slowly.

RPG Superstar 2012 Top 16

Can you please tell me your precise steps?

Map (ignore the ice elementals)


Female Char-cutie HP 218; AC 28, T 15, FF 26; F+20, R+8, W+14/+17(fear); Init +5; Perc +21; CMD 35/33ff; SR 28

Ah, yes, yes I can...(shudder)

Tsin moves first to E-09, then E-08. If she's still firmly above water still, she proceeds to G-07, then G-06. To finish passage, she'll hope to make it to H-05, possibly with an impatient lurch forward.

RPG Superstar 2012 Top 16

Though the ice proves fairly slippery, you're able to keep your balance by moving slowly across, making it safely to the other side.

There, you notice the legs and feet of a frozen corpse jut from a pile of snow next to the trees here.


Manly Stats:
HP 179; F:17/R:10/W:19;Fly +13; (Loc) +21, (Nat) +22, (Geog) +5, (Plns) +10, Perc +33, Surv +18,Spllcrft+16
Tracksmage 16

Hektir puts away his sling and sheathes his scimitar, using a hand to grasp the rope as Tsin enters the water.

"Careful now, woman. There might be more of them."

Hektir feels the line slowly as Tsin needs it, while keeping his eyes alert.

1d20 + 8 ⇒ (19) + 8 = 27 Perception

Does Hektir see a better route to cross? Can he give directions?

1d20 + 9 ⇒ (8) + 9 = 17 Survival on Tsin's route.

RPG Superstar 2012 Top 16

The ice looks exactly the same from where you are -- let me know if you want to go the same way or another way.


retired (AP completed)

Zeno flaps over to flit around and above Tsin as she tentatively crosses the frozen river, calling out encouragement periodically as she advances.
"Oh! Watch your step!"
"Silly humans, not having wings. Hehe!"
"Are you sure you want to put your foot there?"
"Nearly lost your balance that time! Careful, now- I said careful!"

"Zeno! Stop bothering the poor girl, will you? Well, Hektir? Quinn? I don't suppose either of you have a cleverer way across up your sleeves, hmm? Oh bother, Zeno! Hush!"

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