Mystery of the Keepers (Inactive)

Game Master DireMerc

Razmir the man known as the living god is making his move expanding into neighboring nations. It seems nobody can stop him as his power truly seems to be that of a god. A select few know the secret of his power and are taking steps to end his rule with the help of another who wields the same power as Razmir. Sazed Khaim a member of the old order of the keepers.

Houserules:

Houserules:

Casting: When casting a spell defensivly if you fail you do not automaticly lose the spell, rather you provoke an attack as you normally would for not casting defensive. If you are hit you must make a concentration check dc 10+damage taken if you fail this check you lose the spell.

Rolls:
Many rolls will be handled by the GM in secret.(don't worry, I don't fudge.)
Any result that can influence the character behavior will not be rolled open.
Rolls that will be handled by the GM:
Perception
Sense Motive.

if you make the check I will send you a pm or make a post and put it in a spoiler depending on the situation.

Sometimes I will roll Initiative others I will ask you to roll depending on the situation. In some situation (rarely) I will bypass init entirely and have you all go first and enemies second or have enemies go first and you all go after.

Combat rules:
I'm a fair GM, I dont roll combat in secret, I don't change results, I don't ignore bad calls from the characters.
Sometimes, character dies, but I'm not a player killer, if I think that an encounter will be easy handled, when it should be more challenging, I will make it a more challenging, if the party it's not prepared to face something, I will drop hints, if they insist... well killing one or two players never made me lack sleep...

Actions:
I'm a GM that do not punish the character for trying something new or cool, or even strange. Visual appealing actions are encouraged, the dc will of course depend on what are you trying, but you can try! If what you want to do is wicked cool, I can even bend the game mechanics to allow it! The most importat part is: Everyone have fun.

Posting Rate
If it could be done, I expect 1/day posting, if you can post more, it will really good.
During weekend, this rule does not apply. If you are able to post, great! But dont stress over this, everyone need some time to rest (In my case, I need time to play and DM :D on my tabletop games).

Level up
Aside from character creation, when you level up, if you want something not from core rulebook, you'll need to search it inside the game. basicly what you need to do is just show in game your character is searching for that knowledge. This rule is not meant to prohibit anything, I just don't like something like this: "Character always as a full caster, never picked up a sword in his entire life, and then he gain a new level and says: Master, I'll level up as a fighter now..."

Link to images


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Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

"The Queen may be willing to speak with us. The murder cannot shine a kindly light upon the integrity of the auction. It should be in her interests to see that the killer is identified and apprehended."


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Yes please

"I think we should find more information on this Orgrim fellow, before going to the queen so that we can have a more complete picture."

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

"Where would we find such information? Seems to me that he could only have been there at the queens invitation, and therefore she is the most likely source of information."


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

"Achren has a good point, I was just thinking the same myself."


Ok so are you going to look into meeting the queen or going to see Naila first?


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

"Ok the queen then"


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

"All this skullduggerous chatter... I'm afraid the perilous inanity of unhelpful folk will be our undoing when dragon's teeth could not suffice the task."

Lyall doesn't care. :P


You go the castle and try to get an audience to with the queen but despite your best effort your entry is refused.

With nothing better to do you return to the manor and go see Naila to report on the situation.

You meet with Naila in her sitting room on the second floor and are telling her what has happened so far when there is shouting outside.

Your about to check it out when a flaming rock crashes in thought the window and lands on the sofa setting it on fire. You hear three or four more crashes as more rocks come in trough other windows in adjacent rooms. The rocks are small but radiate magical flames that quickly spread.

"What is this?!? An attack? Who? Why?" says Naila.


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

Dispel Magic: 1d20 + 8 ⇒ (14) + 8 = 22

Lyall swiftly attempts to dispel the flames.

"A water elemental seems well in order..."


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz grabs a rock and throws it back outside the window as quickly as he can, hoping it didn't light too much on fire, then tries to smother any flames it started with his jacket.


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Lyaro will head downstairs drawing his scimitar on the way and go out the front door.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

"It appears we've gotten someone's attenion," Devyhn says, drawing his hand crossbow.

He looks out the broken window, trying to spot a target.


Lyall dispels the flames on the stone in the room but the flames on the sofa remain.

Naila grabs a nearby vase of water and dumps it on the sofa putting out those flames.

Bleyz runs out in the hall and grabs a flaming stone and throws it outside. fire damage: 2d6 ⇒ (3, 6) = 9 reflex dc 15 to avoid catching on fire.

Lyaro begins to make his way down.

Anyone looking out the window sees the stones are appearing out of thin air to bombard the manor.

A servant is running down the hall when he is struck by a small arrow and falls limp to the ground. A cursory glance shows he is in a deep sleep.

knowledge nature dc 20:

The attackers are likely pixies


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

reflex save dc 15: 1d20 + 11 ⇒ (7) + 11 = 18

Bleyz accepts the damage from the stone grimly and goes about trying to put out flames already started elsewhere.


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

I just added KN nature to my skill list at 8 ranks,,, I won't use it for that last roll, as I hadn't added my skill from my headband and it's very Elfy


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Knowledge nature: 1d20 + 11 ⇒ (10) + 11 = 21

Pixies! Erik shouts horsely.


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

Knowledge Nature: 1d20 + 17 ⇒ (11) + 17 = 28

"Aren't those fey folk generally of the good alignment? Not generally akin to trying to trap people in burning buildings?"


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz turns to their hostess and asks, "Any reason why you should be pixilated like this? Has this ever happened here before? Could this maybe be related in some way to your father's recent demise?"


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

"No kidding it's related, you nitwit! If this happened every Tuesday, we'd be prepared for it!" Lyall seems even less personable than usually.


"No this never happened before! I don't know!" shouts Naila

"I will organise the staff to fight the flames see if you can stop these creatures!"

pixies:

Perhaps the best-known and most elusive of all fey creatures, pixies live in the deepest, most pristine forests which they will fiercely guard. Most pixies stand just over 2 feet tall—though they typically fly about the eye level of creatures they're conversing with in order to maintain eye contact—and weigh about 30 pounds. Pixies talk quickly and easily become overexcited.

Invisibility (Su) A pixie remains invisible even when it attacks. This ability is constant, but the pixie can suppress or resume it as a free action.

Special Arrows (Su) When a pixie fires an arrow from any bow, it can decide to change the arrow's properties by sprinkling it with magical pixie dust. Doing so is a free action as long as the pixie is the one who fires the arrow.

A pixie can choose any one of the following three effects when dusting an arrow. Save DCs are Charisma-based.

Charm: The target must succeed on a DC 15 Will save or be affected as though by a charm monster spell for 10 minutes.

Memory Loss: The target must succeed on a DC 15 Will save or be affected by a modify memory spell (this effect can only eliminate the previous 5 minutes of memory—a pixie typically uses this ability to make the target forget it encountered the pixie so it won't chase the pixie when he flees).

Sleep: The target must succeed on a DC 15 Will save or fall asleep for 5 minutes.

Strange beings both of and beyond the natural world, pixies have magic that occasionally favors them in strange ways. For example, one out of every 10 pixies exhibits an additional spell-like ability that it can use once per day. Usually Baleful Polymorph, Beast Shape or Irresistible dance but it can me many other spells as well.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Initially taken by surprise, Achren is at a momentary loss as to how to defeat an enemy that can't be seen. Then he recalls a spell he had learned for just such an occasion, and fans into flame the innate magic within using a brief incantion, some gestures and a pinch of ground mica.

Achren casts glitterdust at the most likely spot to contain pixies. It has a 10 foot radius and a range of 180 feet. Anyone covered by it is outlined in sparkling glitter for the duration of the spell and must save vs. blindness (DC19)


Achren manages to catch two pixies in his spell.

will save: 1d20 + 7 ⇒ (13) + 7 = 20

will save: 1d20 + 7 ⇒ (14) + 7 = 21

They aren't blinded but you can see their outlines now.

Looking out the window you can see the pixies aren't the only attackers. Several women made of wood seems to be attacking the farmhands out in the fields as well. There is also a gorgeous nude elf woman and a half-man half-goat playing the pipes.

knowledge nature dc 20:

Dryads are tree-fey who prefer secluded woodlands far from humanoids in need of lumber. Dryads' main interests are their own survival and that of their beloved forests, and they have been known to magically coerce passersby into aiding them in tasks they cannot complete. They are more likely to be friendly to non-evil druids and rangers, as they recognize a mutual respect for or empathy with nature.

Dryads are benign guardians of trees, and though they can do little in the way of direct violence, they can trap and disable threats to their homes or turn enemies into allies. Some keep one or more charmed humanoids in their territory to fend off or lead away attackers. Incapacitated foes are typically dragged to the edge of the forest by the dryad's allies and left there, but evil or overtly hostile ones are killed once combat is over.

Their presence here is even stranger than the pixies as dryads cannot go far from their bonded trees without being sickened and yet here they are far away from the trees attacking the manor staff.

The woman is clearly a nymph.

Many have lost their lives in vain search of the beauty of the nymph, and many more to the madness and obsession their grace has upon minds and bodies unprepared for their companionship. Yet the nymph herself is not a cruel creature—a guardian of nature's purest places and most beautiful realms, she treats those who respect her and her abode with kindness, and may even favor someone who takes her fancy with magical gifts. Yet those who would seek to abuse or harm her or her home quickly find that behind her beauty is a fierce protector more than capable of defending her charge.

And finally there is a satyr
Satyrs, known in some regions as fauns, are debauched and hedonistic creatures of the deepest, most primeval parts of the woods. They adore wine, music, and carnal delights, and are renowned as rakes and smooth-talkers, wooing unwary maidens and shepherd boys and leaving a trail of awkward explanations and unplanned pregnancies in their wakes.

Though their bodies are almost always those of attractive and well-built men, much of the satyrs' talent for seduction lies in their talent for music. With the aid of his eponymous pipes, a satyr is capable of weaving a wide variety of melodic spells designed to enchant others and bring them in line with his capricious desires.

In addition to their constant frolicking, satyrs often act as guardians of the creatures in their forest homes, and any who manage to turn the satyr's lust to wrath are likely to find themselves facing down dangerous animals surrounding the faun. Still, while satyrs tend to value their own amusement well above the rights of others, they bear no ill will toward those they seduce. Children born from such encounters are always full-blooded satyrs, and are generally spirited away by their riotous kin soon after birth.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

Would Devyhn have enough common knowledge to know that the creatures are fae (even if he didn't know what they were specifically) or would someone with Knowledge Nature have to tell him?


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Lyaro continues his descent


Most people could recognise these as fey yes thought you wouldn't know their specific abilities.


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

"Sigh. I picked the wrong day to stop preparing fireball." Lyall actually says the word sigh, rather than actually sighing.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Knowledge nature: 1d20 + 11 ⇒ (20) + 11 = 31

"Dryads, a nymph and a satyr. This makes no sense; why are they here, so far from the forest?"

He calls out to the nymph and satyr:
"Forest-kin! Why do you attack this place? I am Erik, ranger of the cold north. We seek to parley!"

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Achren casts Mage armor on himself.


The only ones close enough to hear are the pixies and one of them does shout back "We tried talking! Were past that now! "

They shoot their arrows at Erik and Achren but neither connects.

attack: 1d20 + 12 ⇒ (6) + 12 = 181d6 ⇒ 6

attack: 1d20 + 12 ⇒ (12) + 12 = 241d6 ⇒ 2

Lyaro makes it to the back entrance he can see the closest dryad is about 60 feet away and the nymph is about 80 feet away and the Satyr is right 10 feet behind her. The nymph seems to be the leader of the group.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

"Talk to me," Devyhn says sternly, displaying Pharasma's mark upon his palm. "Whatever your grievances, I will hear them in the name of the Gray Lady. Refuse, and we will defend our lives, even to the cost of yours."

Diplomacy: 1d20 + 13 ⇒ (7) + 13 = 20


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Lyaro moves 30ft forward towards the dryad and stops

"Listen to my wise friend, if you continue on your current path we will defend ourselves."


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

"And compared to fighting dragons in a city of molten gold, you really don't even begin to compare."

Lyall casts named bullet on Haakon against the Nymph, just in case.


The fey clearly have no intention on stopping and seem enraged.

A show of force will be necessary but if you show your good intentions by using non-lethal force perhaps they will negotiate.

In any case neutralising the leader should stop the attack.

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

After waiting for Lyall to cast Bull's strength on him, Achren casts improved Invisibility on himself then moves over to the nymph.

Achren has 10' reach, so he can stand 10; away. I believe he will not be able to initiate any attack this round (standard action - cast spell, move action - move, nothing left for attacks) but if he gets an AoA, he will use it to start grappling


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

Lyall will cast Bull's Strength on Achren when he has another turn. How Lyall knew Achren wanted Bull's Strength, and what their plan was, is a mystery for another time.


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Lyalls natural inclination is to enhance the meat shield. . He said so himself


The nymph was 100 feet from even if he jumps out the window and flies towards her her will only reach her next round.

Did everyone act?


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

bleyz hasn't acted yet... but a little unclear on the situation... IS there anyone he can reach in a single round? or two rounds even? He is good at grappling and maybe can help stop one of the major foes - nymph or satyr - if he can get close to one...


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik has also not acted, but like Bleyz I am not sure what he can do

Grand Lodge

Male Tiefling (kyton-kin) Synthesist 10 HP 85+55/85+76 Init+8 AC29 (T17 FF26), F/R/W 9/11/13 CMD 23 PER+19

Erik, iirc you can use your bow for non-lethal attacks at -4 to hit. Bleyz, there's probably not a lot you can do except run towards the Fey this round.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

I can't do anything non-lethal from where I stand. I have a searing light spell that will certainly get her attention, though.


hp 61/75 AC 28, T22, FF28, fort +10 refl +12, will +16, bab 7/2 melee 11/6, ranged 9/4, cmb 11 cmd 29, init +4, perc +18, move 60, 8/10 chgs elem fist (+3d6), 9/11 ki pts, SR 15 oni-spawn Tiefling monk/10
skills:
acrobatics 19, climb 7(-4=3), escape artist 12, heal 7, perception 19, sense motive 7, stealth 15, swim 5(-4=1)

Bleyz heads for the nearest major fey (not the pixies), satyr or nymph.. (double move of 100).


Male Elf Magus 10 HP:48/72|AC:24|T:16|FF:19|CMB:+7|CMD:22|Fort:+8|Ref:+8|Will:+8|Init:+5|Perc :+19| Arcane Pool: 5:10

Lyaro can get t her next roun maybe but isn't great at grappling


Jut take the -4 penalty to attacks to deal non-lethal. If you inside the mansion the yes you will need to double move to get out in the field and can attack them next turn unless you use a range attack.

Liberty's Edge

Male Human Inquisitor of Pharasma 11 l AC 24 T 13 FF 21 l HP 54/69 l F +9* R +7* W +12* l Init +5 l Perc +17

"This is your final warning, Children of the Wild! You impede a quest decreed by Pharasma, the Lady of Graves! Cease your attack, lest you find yourselves standing before her in the Boneyard!"

Diplomacy, last chance, with a threat of DOOM: 1d20 + 13 ⇒ (3) + 13 = 16


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Ah, I forgot I had blunt arrows for non-lethal ranged attacks


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Erik attempts to get the nymph's attention with a volley of arrows.

Manyshot, non-lethal: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
damage: 1d8 + 4 ⇒ (4) + 4 = 8 Named bullet, but I don't understand what to do
damage: 1d8 + 4 ⇒ (8) + 4 = 12

Non-lethal: 1d20 + 5 - 4 ⇒ (16) + 5 - 4 = 17
damage: 1d8 + 4 ⇒ (5) + 4 = 9


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

Roll to confirm on that Named bullet. Named bullet is an auto crit threat.


-19/73 hp, AC 20/13/18, initiative +2, fort +9, refl +11, will +8, perception +16 (+20 humans, +20 undead, +18 Evil outsiders), CMB +14, CMD:27/25, BAB +10, melee +14/+9, ranged +12/+7, Human Witchguard Ranger 9

Confirm: 1d20 + 10 - 4 ⇒ (19) + 10 - 4 = 25
What damage does the named bullet do on success?


Male Elf Wizard 8
Status:
HP 56/56 | AC 20 | T 15 | FF 16 | F +5 | R +8 | W +6 | Init +10 | Per +10

Roll Crit damage as normal (bows are x3, right?), and then add eight.

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