Mummy's Mask Version 1.5 (Inactive)

Game Master DoubleGold

Mummy's Mask with 33.3% more enemies, 10% extra enemy treasure.
Dungeon Map
Awesome Loot


901 to 950 of 2,647 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>

DungeonMaster

do they spot us: 1d100 ⇒ 43 23% chance to see if they turn yet. 23 or lower means yes


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

I suggest that everybody position themselves on the map where they want to be for the ambush. Kaylor is hiding behind a wall, hoping that the ogre will move straight ahead, at which point he will either charge or 5ft step and attack the guy.


Feel free to position me.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

"My time in Wati has taught me a few things about stayin' in the shadows. I reckon I c'n get off a few arrows before they even see me, and draw the big fellow into an ambush."

Stealth (to get into a good hiding position): 1d20 + 12 ⇒ (1) + 12 = 13 (awkward...)

And Elmar will prepare by casting Abundant Ammunition.

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

The Lady of Graves provides me protection from such hulking brutes. I am not afraid to be a visible target to draw their attention.

Nahoce knocks her scale mail. And this helps too.


DungeonMaster

@Elmar, you are around a corner, they pretty much can't see you unless they get much closer and they would take negatives to perception right now to spot you from this distance, any sound made too would almost be invisible.

Silver is invisible as he could be almost in plain sight, he be next to the stairs and stick his leg out to try to trip an enemy. I'll have avlloran hide behind the door as he has it creaked open just enough so he can see.

The enemies see us and run towards us as Nahoce waits

trip ogre: 1d100 ⇒ 16 25% chance
trip silver chain: 1d100 ⇒ 50 40% chance
trip hyena: 1d100 ⇒ 85 15% chance
the other silver chains is on the other side of the stairs.


DungeonMaster

The ogre is prone.
init: 12 + 1d20 ⇒ 12 + (10) = 22 silver
init: 11 + 1d20 ⇒ 11 + (13) = 24 avelloran
init: 6 + 1d20 ⇒ 6 + (9) = 15 elmar
init: 1 + 1d20 ⇒ 1 + (11) = 12 zub
init: 3 + 1d20 ⇒ 3 + (20) = 23 nahoce
init: 5 + 1d20 ⇒ 5 + (9) = 14 kaylor
init: 2 + 1d20 ⇒ 2 + (6) = 8 Hyena
init: -1 + 1d20 ⇒ -1 + (20) = 19 ogre
init: 3 + 1d20 ⇒ 3 + (18) = 21 chains

That good news is that because you were all hidden, except Nahoce, you hit their Flat footed AC this round, even if the enemy goes before you. And if anyone here has sneak attack damage, it still applies.

Edit: actually it looks like Nahoce gets to hit the FF anyway since she is almost first in init.


Male Human Fighter 7: spd:30, Init:7, AC:24, FF:20, T:15, HP:74/74, Fort:8, Ref:6, Will:4 (+2 vs fear)

Silver with his earthbreaker shifts to attack the hyena attack: 7 + 1d20 ⇒ 7 + (11) = 18
damage: 3 + 2d6 ⇒ 3 + (1, 1) = 5

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Was hoping to get one Spiritual Weapon attack in while they were still far away, but oh well.

Seizing the opportunity, Nahoce attacks the prone ogre while her spiritual weapon does the same.

Spiritual Weapon (4 rds remaining): 1d20 + 6 ⇒ (4) + 6 = 10 Damage: 1d8 + 1 ⇒ (2) + 1 = 3
Morningstar +1: 1d20 + 7 ⇒ (6) + 7 = 13 Damage: 1d8 + 4 ⇒ (6) + 4 = 10

Seizing the opportunity to have the worst attack rolls, maybe. So there's that.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

I was also assuming Elmar and possibly Avelloran were planning on shooting at the guys before they got so close. And I was assuming that all the melee characters were effectively readying actions to move and attack as soon as people left the water. So...I'm not really sure if I should be attacking now or waiting for enemies with higher init than me to do something.


DungeonMaster

@Nahoce, if that is an admantine weapon that is a hit

@Kaylor, oops, yep, everyone gets surprise round, well maybe they ran in charging just as were about to finish setting up ambush. How quick are you, how are your reflexes? You can all re-position yourselves where you want for free, then Roll Reflex, DC 15, if you do, you get a surprise round then your round 1. Silver can't roll since he already tripped.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Oh Reflex, my "bad" save that is somehow my best save.

Reflex: 1d20 + 6 ⇒ (5) + 6 = 11

Alas, fail. I moved myself, but I guess I'll wait for my round 1 action until I'm up in the initiative.

Init
Avelloran <<<
Nahoce (acted?) <<<

SB
Chains
Ogre
Elmar
Kaylor
Zuberu
Hyena


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Reflex: 1d20 + 8 ⇒ (6) + 8 = 14

Elmar, like Kaylor, also bungles the ambush, although he's hidden and far away enough that he'll still get off two nice shots before anyone can see him.

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

@GM, not adamantine, just plain old standard +1. I'm conventionally unconventional!

Reflex: 1d20 + 4 ⇒ (9) + 4 = 13 Fail. It may come down to the wizard to spring our masterfully-laid trap.

So, yes, Nahoce has acted. If nothing else, she's drawn the attention of the ogre away from the others.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Kaylor: SB has acted, I believe


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)
Elmar Thonsson wrote:
Kaylor: SB has acted, I believe

I know. He's not bolded because he's not a PC and he fits nicely in the block of other NPC characters. I only bolded him the one time I did because there were PCs on either side of him in the init order and I wanted to make it clear they could all act.


DungeonMaster

I'll wait a few more hours for avelloran, before I bot him
and zuberu still has his chance to take advantage of the surprise round by rolling reflex


Reflex: 1d20 + 4 ⇒ (15) + 4 = 19

Like a mighty crocodile springing from the waters of the River Sphinx, Zuberu bursts from the hiding spot and roars a challenge. The roar is accompanied by a clap of thunder that threatens to disorient his prey.

Sound Burst Damage: 1d8 ⇒ 8

Catching as many as possible. DC 14 fort save or stunned for a turn. The damage hits them regardless.


DungeonMaster

botting avelloran
reflex: 4 + 1d20 ⇒ 4 + (16) = 20
he still has a round 1 action anyway, so I'll have him cast burning hands after swinging the door open, as that will only hit the enemies. damage: 5d4 ⇒ (2, 4, 3, 1, 1) = 11
damage: 5d4 ⇒ (2, 4, 1, 4, 2) = 13 another burning hands as reflexed made it.

yep, everything is dead except the ogre, and would provoke aoos from 3 people, I'm calling this thing dead, even though avellorans would be an unarmed attack.

There is nothing else in this room, but you still have the bottom part to explore.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Dwarves don't swim. Elmar waits to see if any of the spellcasters with swimming familiars are about to have them search the watery room.


DungeonMaster

um elmar, it is 18 inches deep and clear water, you can walk across the water, other than that it leads out to a pond where it gets deeper beyond that, if you want to explore the pond, I could allow that, but it might have sharks and everything else, and likely no treasure as it would be an added section not mapped I would make up.


Zuberu chuckles. "Water is life friend."


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Aren't ponds normally fresh water? Meaning no sharks? Crocs would probably be more appropriate.

Carefully not to touch anything to set off his unused Shocking Grasp, Kaylor lets Tiny Tim crawl down on the floor to have a nice swim. Sam, daredevil that she is, briefly attempts to continue to ride on Tim's back as he swims. But when she almost falls in after losing her balance, she jumps back to shore. Luckily, Tiny Tim had not gone far, so this was an easy task. She then begins to clean her face with the air of one who was exactly where she wanted to be and had never had any intention of riding Tiny Tim as he swam about the small area.

After some swimming about, Tiny Tim returns, quite pleased with his chance to enjoy a quick dip.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Oh, I understand that. Still, Elmar prefers not to touch the stuff, out of some deep-seated racial hatred.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

I have a PFS Tengu Slayer who had a bad experience with a river. Now whenever he sees one, he makes it his favored enemy for +1 to hit and damage. It's silly, but fun. :-)


DungeonMaster

at Kaylor, you are probably right in general, but this is a pond similar to Resident evil 4. If anyone has played the game, the might be able to explain, or maybe that is not a pond? that place where you fight the sea creature.

Tiny Tim saw a big huge creature, and and look a boat appearears before you all, it is a boat similar to Resident evil 4, so it has an engine and enough space to fit 4 people in it, or whatever you call those mini-boats with engines. one has to steer it, while the other 3 can fight.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

The monster can't be that big given that Tim didn't go that far or leave the shallow area. He just went to stretch his turtle legs that are super slow on land. :-P That whole scene was just meant to be silly role playing, otherwise I would have stated an objective for TT and rolled perception for him.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Maybe it's huge from his perspective?

Elmar still has about 30 seconds of abundant ammunition left. Once Tiny Tim returns, he'll pepper the water with 10 evenly-spaced adamantine holy water arrows, to see if it draws out any creatures.


DungeonMaster

nevermind, I thought it went to the very end of the shallow point to see the lake/pond, like where the turn was.

Kaylors pet saw nothing, it just had a good swim.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

If there's nothing there, Elmar will suggest that the party search the rest of the hideout before returning to investigate the lake.


Sounds good. Let's move on.


DungeonMaster

okay, new area, everyone make perception checks DC 15

Spoiler:
you all see gas masks enough for the whole party and a sign that says put this on before going further.


Perception: 10 + 6 = 16

Not one to disobey posted instructions, Zuberu finds the mask best suited for his head and slips it on.


perception: 1d20 + 5 ⇒ (8) + 5 = 13

Avelloran can read, and follows Zuberu's lead and puts on a mask. "Horrid and ugly. Really, how can anyone ask a civilized man such as myself to work in these conditions?"

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

Nahoce puts on a mask and replies,

Better than breathing poison, wouldn't you say?

DC 15 to read a sign? How small is it?


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Maybe it was DC 15 to notice the sign in the first place?

Perception: 1d20 + 13 ⇒ (4) + 13 = 17

"Masks? This hideout doesn't seem very safe. Why's there poison gas in the middle o' the city?"

And then, frowning, "But maybe this'll confuse the bandits as t'our iden'ities?"


DungeonMaster

most of you spot the gas mask tell the others, put them on and bypass the gas trap in the south area. gaining exp as you do and treasure, will update treasure later.

you are now here to the eastern side of the building.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Elmar will pause and search for concealed enemies or doors.

Perception: 1d20 + 13 ⇒ (3) + 13 = 16


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Kaylor likewise puts a gas mask on. He will then attempt to listen at the door.

Perception: 1d20 + 8 ⇒ (11) + 8 = 19

Posting might be a bit sporadic this week as I'm on vacation. Bot me if necessary; instructions in my profile.


DungeonMaster

Try as the heroes might, they find no extra treasures beyond what was obviously in the room, no secret doors, no extra traps, and no hidden enemies as they bypass the south area.

Looking at the new area, the heroes can up to the north door or go further east and into the norther area or further east into the southern area.


Norther area!


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

As Elmar always prefers to go left first, North does seem like the obvious choice.


DungeonMaster

As heroes travel to the domitory, here there seems to be nothing, other than miscolored bricks in the area? Hmm, what would miscolored bricks be doing here? as they is a section colored differently than the rest.


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

If there's anything a dwarf knows, it's masonry.

Perception (to search the wall, for a trap/switch): 1d20 + 15 ⇒ (20) + 15 = 35 (includes stonecunning bonus)

(well, that is my highest roll of all time)


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

What was the deal with the room with the green door? Or is that what we're talking about right now? If it was unclear, that was what I was doing perception on earlier.


DungeonMaster

Elmar finds an item, as he finds a secret passage to the left +1 amulet of natural armor inside. The green door was locked from the outside, but not the inside, so heroes come out the green door now unlocking and nothing else was there in the north area.

Kaylor to be clear, I'm marking on the map as where I thought you did the perception.

okay, so who wants to go first for the south are?


Male Dwarf Ranger 19, Lore Warden 2 (HP 279/279 | AC 32 T 22 FF 23 | Fort 27 Ref 28 (Evasion) Will 17 | Init 26 | Percp 42 (46 vs traps in stone) [darkvision, tremorsense 10])

Elmar, feeling bold after his clever find, offers to go first.


Loot Male Tiefling
Remaining:
Arcane: 24/28 | 0: Arcane Mark, Detect Magic, Disrupt Undead, Prestidigitation | 1: Quickened 4/4, Maximized 3/4
Kensai 20/Lore Warden 1 (HP 271/271 | AC [will recalulate if needed] | Fort 28 Ref 24 Will 22 (+4 vs emotion spells)| SR13 vs evil spells | Init 46 | Percp 33)

Looks like you thought I did it in a different place than I actually did. I drew and arrow on the map for where I meant the perception check to be.

Kaylor silently stands next to Elmar, taking up the front with him.


DungeonMaster

fair enough, kaylor noticed it was locked from the outside, anyway, combat.

Ekram Iffek and his army have Ptemenib tied up.

init: 12 + 1d20 ⇒ 12 + (19) = 31 Silver
init: 2 + 1d20 ⇒ 2 + (18) = 20 local to id ekram
init: 11 + 1d20 ⇒ 11 + (2) = 13 avelloran
init: 2 + 1d20 ⇒ 2 + (6) = 8 a woman like creature with a musical instrument. dungeoneering ids. 7 of these things. Edit: good these things are last.
init: 5 + 1d20 ⇒ 5 + (13) = 18 kaylor
init: 6 + 1d20 ⇒ 6 + (16) = 22 elmar
init: 1 + 1d20 ⇒ 1 + (19) = 20 zub
init: 3 + 1d20 ⇒ 3 + (8) = 11 nahoce

Scarab Sages

Medium Female Humanoid (Dhampir) HP 93/93 | Init +7 | AC 31 (T 15, FF 27) | F +12 R +9 W +19 | CMB +14 CMD 27 | Darkvision 60ft, Low-light vision | 30ft, Fly 40ft (good) | Conc Cleric +21 | +19/+14 1d8+10 +1d6 fire 17-20x2
Skills:
Diplomacy +7 Fly +14 Heal +11 Knowledge (Arcana) +6 (Dung'g) +5 (Eng'g) +5 (Geog) +5 (Hist) +5 (Local) +10 (Nature) +8 (Nobil) +5 (Planes) +9 (Relig) +13 Perc +17 SM +11 SC +5 Surv +7 UMD +8
Spells:
Base Caster Level=15, Gentle Rest 8/10, Channel Energy 8d6 DC29 8/8

Knowledge Local: 1d20 + 5 ⇒ (11) + 5 = 16
Knowledge Dungeoneering: 1d20 + 5 ⇒ (8) + 5 = 13

901 to 950 of 2,647 << first < prev | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Mummy's Mask Version 1.5 Epic gameplay All Messageboards

Want to post a reply? Sign in.