Ordinary Heroes Online Campaign (Inactive)

Game Master Rhanloi Ehlyss

“Be not afraid of greatness: some are born great, some achieve greatness, and some have greatness thrust upon them.”

Encounter Map

Daggermark Map

Hero's Lair


1,251 to 1,300 of 1,962 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>

*slaps forehead* Do'oH! I got hung up on your rope comment...Sorry!!

Round 2 summary
Zinny tries to climb the cave wall but is unsuccessful findng good enough hand and footholds.
Tomid: Stabs his blade into the soft spot between the cave fisher's armored claw and shell, striking deep into the creature's innards!
Hugo: Bang! Bang! Hugo's silver hammer, Made sure that it was dead!
Red: Claw attack: 1d20 + 5 ⇒ (1) + 5 = 6 Claw attack: 1d20 + 5 ⇒ (14) + 5 = 19 While Tomid is focusing on the other crab this one manages to pinch him from behind! damage: 1d4 + 3 ⇒ (1) + 3 = 4

Round 3 One down, one to go!
Tomid
Hugo
Red


Male Human Barbarian 2 (Urban), Fighter 2
Stats:
HP: 41, Initiative: +2, Perception: +8, Sense Motive: +1, AC: 21 (T: 12, FF: 19), CMD: 20, Fort: 8, Refl: 2, Will: 5

Emboldened by the kill and the critters inability to hit him, Hugo quickly moved past it, positioning himself to flank it with Tomid

No more Crowd Control so the AOO will be vs AC 20 (since no one is hanging on to the rope any more)

Heavy Mace Power Attack: 1d20 + 9 + 2 - 1 ⇒ (18) + 9 + 2 - 1 = 28

Damage: 1d8 + 6 + 2 ⇒ (8) + 6 + 2 = 16

Haha, vindication!!!

With the giant crab focused on the morsel sized Halfling, Hugo found himself able to plant his weapon where it would hurt the most, rocking the creature with the impact, almost driving it to the ground.

Move Action, move to square South West of the Fisher. Standard Action, attack. 4/11 rounds of Rage left


Male Halfling Ninja 2 HP:19/19 AC:18 Fort:1, Reflex:7/8 traps, Will:-1, +2 vs Fear, Init: +4, Per: +6, Stealth +12

Tomid tries to tumble around the creature to get behind it for a flank and uses his last round of dance fighting to try to do the creature in.

Acrobatics: 1d20 + 7 ⇒ (3) + 7 = 10

Scimitar: 1d20 + 9 + 2 ⇒ (5) + 9 + 2 = 161d4 + 6 + 1d6 ⇒ (3) + 6 + (6) = 15


Round 3
Tomid: tries to move around to the other side of the cave fisher, but it's eye stalks never leave him and the creature snips at Tomid as he goes. Red CF AoO: 1d20 + 5 ⇒ (11) + 5 = 16 Luckily Tomid's size and flashy feet help him to dance out of the way of the giant pincer. Now flanking the crab, Tomid stabs it through its shell!
Hugo: Seeing Tomid dance his way to the other side of the monster, Hugo stays in place and pounds the cave fisher. A great cracking sound is heard throughout the cave as Hugo breaks the top shell into a thousand fragments, and then all is silent except for Hugo's and Tomid's heavy breathing.

Fresh crabs! Who's hungry?!?


Male Halfling Ninja 2 HP:19/19 AC:18 Fort:1, Reflex:7/8 traps, Will:-1, +2 vs Fear, Init: +4, Per: +6, Stealth +12

Holding his hand over his wound and somewhat winded from using all of his dance moves, Tomid congratulates Hugo on the combat. Good fighten. We got um good. the little man says and then winces from the pain of the "pinch".


Male Human Barbarian 2 (Urban), Fighter 2
Stats:
HP: 41, Initiative: +2, Perception: +8, Sense Motive: +1, AC: 21 (T: 12, FF: 19), CMD: 20, Fort: 8, Refl: 2, Will: 5

"Yarh, got em real gud." Hugo agreed, swinging his Mace a few times through the air for emphasis. "Gud fing ya 'ang on like dat little Tomtom."

Turning to the ledge he looked down at the others still looking up with nervous waiting looks. "'Ey. dun worry everyone, dem crabs aint nuttin'. Looks like dey only gud fer fitin' rats."


Male Halfling Ninja 2 HP:19/19 AC:18 Fort:1, Reflex:7/8 traps, Will:-1, +2 vs Fear, Init: +4, Per: +6, Stealth +12

Yea! Tomid says, but his teeth are clenched and he holds his wound so it does not bleed as much. Hey, theres a passage up here.


Male Human Barbarian 2 (Urban), Fighter 2
Stats:
HP: 41, Initiative: +2, Perception: +8, Sense Motive: +1, AC: 21 (T: 12, FF: 19), CMD: 20, Fort: 8, Refl: 2, Will: 5

Looking back at Tomid, and then the passage, Hugo nodded and turned back to the others below "Deres anudder tunnel up 'ere. Wes gunna check real quick if deres more tunnel up 'ere or just a 'idey 'ole. No point in y'all climbin' up 'ere if it is."

He stepped away from the ledge, moving into the small tunnel to take a look.

Hugo is sorta oblivious to Tomids injury, since he's taking it so well.


Hugo crawls into the small tunnel and realizes it's dark in there! Backing up, he and Tomid get another torch lit so they can go into the tunnel. Now equipped with a light source, they follow the tunnel back and down for about 100 feet or so. The stone turns to dirt which turns to mud which turns into a small pool. The water is a bit murky - the torch light shows it is shallow at first but gets deeper. It actually looks like the tunnel continues sloping down past this small cave, but it is flooded up to the mid-point of the cave, forming the pool before you. There are no other exits you can see.


Male Halfling Ninja 2 HP:19/19 AC:18 Fort:1, Reflex:7/8 traps, Will:-1, +2 vs Fear, Init: +4, Per: +6, Stealth +12

Tomid uses Dancing Lights for his light source. When he and Hugo have explored as far as they can he will cast Detect Magic on a whim detecting 60' out into the water and then detecting all the way back to the room with the others. No telling what them crab things might have et you know. Might be a magical ticket or shiny bobble around. He also searches as he goes back.

Perception: 1d20 + 12 ⇒ (3) + 12 = 15


F Human Fighter 4 | AC 17 T 11 FF 16 | HP 31/35 | F +5 R +2 W +2 | Init +1 | Perc +2

Zinny sags with relief with Hugo and Tomid's voices filter down. They're alive! She'd never have forgiven herself otherwise.

"What? You're goin' into another tunnel? Oh-- oh be careful," she mumbles. "Gossamer, please go with 'em?"

Gossamer swoops up and chirps in Hugo's mind. Look for shinies!

Gossamer Perception, Darkvision: 1d20 + 8 ⇒ (9) + 8 = 17


Male Human Barbarian 2 (Urban), Fighter 2
Stats:
HP: 41, Initiative: +2, Perception: +8, Sense Motive: +1, AC: 21 (T: 12, FF: 19), CMD: 20, Fort: 8, Refl: 2, Will: 5

DM,Hugos got a light, remember ;)

"Uuh, ok." Hugo said, seemingly to no one as he answered Gossamer. Going down the path he to searched as best he could.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

Coming to the pool, he eyes the water suspiciously "Well I ain't goin' down inta dat." he proclaimed, turning around and heading back to the others. Once there, he quickly got down to the others, allowing Tomid to piggyback.

"Just a ded end. Where wes goin' next den?"


Unfortunately, cave fishers resembled their smaller crustacean cousins in not keeping any kind of treasure, and the rats they have been feeding on carried nothing of value either.

Back in the main cavern you have southwest and southeast passages to go. Southeast is another rat tunnel. Southwest is a natural passage like the one to the cave fisher lair.


Male Human Rogue (Charlatan) 3 AC 15 T 12 FF 13 | HP 24/24/d8 | F +1 R +5 W +1 | Init +2 | Perc +6

Once Silas is up and is in the presence of the crunched cave fishers, he draws his short sword again and, hoping for Hugo's help, gets them rolled over to expose what he assumes is a softer part of their bellies.

Knowledge Nature: 1d20 + 4 ⇒ (12) + 4 = 16 to identify where the precious sacs are on the cave fishers.

Survival: 1d20 + 5 ⇒ (18) + 5 = 23 to skillfully remove them, using his own short sword to sever the dermal layer and then cut the sacs away from the viscera without puncturing the sacs themselves.


Male Halfling Ninja 2 HP:19/19 AC:18 Fort:1, Reflex:7/8 traps, Will:-1, +2 vs Fear, Init: +4, Per: +6, Stealth +12

Tomid hangs on as Hugo climbs down but looks a little less graceful than normal. He favors a side as he tries to assist Silas in the cutting up of the creatures.

Survival Assist: 1d20 - 1 ⇒ (18) - 1 = 17

His eagerness to help and the sharpness of his knives overcome the lack of specific knowledge and he is indeed helpful. +2 to Survival. Thought a 25 might be some new level of success. :)


In addition to successfully harvesting the glands that produce the sticky filaments, you also notice the two strands used to pull Hugo and Tomid up are now dry and non-sticky. In fact, they are rather pliable and seem rather strong - if you didn't know where they came from, you would think you were holding two 40' sections of silk rope.


Male Halfling Ninja 2 HP:19/19 AC:18 Fort:1, Reflex:7/8 traps, Will:-1, +2 vs Fear, Init: +4, Per: +6, Stealth +12

Tomid will collect and wind this rope for the group. Light an strong. he comments.


After the adrenaline rush from battle wears off, you realize it's getting pretty late in the night. You started this exploration after a full day at work, and in the past hour or two you have cleared out the dire rats' nest and killed off two giant crabs (well, cave fishers, but they looked like crabs!) Tomid sustained an injury, and Silas has two slimy filament sacks in his pack, secured as best he can but they are not tough enough to withstand any rough handling.

So, the question for the group is this: Do you press on and explore another passage (if so, which one?), press on and clear the entire complex out (if so, which passage is next?), or head back to the Dancing Whip, cover up the hole to prevent any unwanted early morning visitors, and come back tomorrow?


Male Halfling Ninja 2 HP:19/19 AC:18 Fort:1, Reflex:7/8 traps, Will:-1, +2 vs Fear, Init: +4, Per: +6, Stealth +12

Onward!


Male Human Barbarian 2 (Urban), Fighter 2
Stats:
HP: 41, Initiative: +2, Perception: +8, Sense Motive: +1, AC: 21 (T: 12, FF: 19), CMD: 20, Fort: 8, Refl: 2, Will: 5

For glory!! For Pony!!

I suggest the rat tunnel


F Human Fighter 4 | AC 17 T 11 FF 16 | HP 31/35 | F +5 R +2 W +2 | Init +1 | Perc +2

When Hugo and Tomid returns to the ground, Zinny gives a relieved exhale.

"Oh, 'm so glad you're safe!" Before she can think about what she's doing she gives the big warrior a quick, sheepish hug-- then seems to realize what she's just done and turns bright crimson.

"A-and Tomid too, of course!" Cue an awkward bending down to give Tomid a similar hug, because ha ha it wasn't just a hug for Hugo, haha no of course not! Sorry, Tomid, how COULD we leave you out!

Still bright red in the face, Zinny mumbles something about how they should make sure everything is cleared out, and that Hugo's suggestion of which tunnel to follow is just fine by her.

The faerie-dragon's giggling is heard intermittently throughout the group as they make their way back to the other tunnels, although whatever Zinny is thinking to make the dragon laugh so is apparently just between the two of them.


Male Halfling Ninja 2 HP:19/19 AC:18 Fort:1, Reflex:7/8 traps, Will:-1, +2 vs Fear, Init: +4, Per: +6, Stealth +12

Tomid returns the hug a bit cautiously and Zinny gets a bit of his blood on her from the bite. Sorry. he says sheepishly. Anybody got a bandage.

Not sure if Abi is still with us.


F Human Fighter 4 | AC 17 T 11 FF 16 | HP 31/35 | F +5 R +2 W +2 | Init +1 | Perc +2

"Oh no! You're hurt!" Zinny exclaims as her arm comes back bloody. That's sufficient to distract her from her own embarrassment, at least.

"Oh, gosh-- hang on--" She rummages in her pack and produces the clean dishcloths. "We can wrap it, at least..."

Untrained heal check to help bind Tomid's wounds, ignore if Abi is with us due to GM fiat: 1d20 + 1 ⇒ (12) + 1 = 13


Sorry - Abi hasn't been with us since the last adventure =( That's why we recruited a new party healer...you just haven't run across him yet. Doesn't someone have any of the healing potions I thought you had found in the past? Besides, just tell Tomid it's only a flesh wound and to suck it up, cowboy. ;-)


Female Human Conjurer-4 | AC:13(17 w/MA) T:13 FF:10 |HP 27/31 (4d6)+10 | F +2 R +4 W +5 | Init +8 | Perc +10/+7

Grizelda looks over the extracted glands with an admiring look,
"Brilliant work, Silas. I think you missed your calling, you have the deft hands of a surgeon. You should be able to fetch a good price for these."

"I wonder how far these caves go... Shall we try the southwest passage now?" She tries to peer ahead but Gregor shakes his feathers and she gets a smidgen of dust in her eye.

Grizelda Perception: 1d20 + 9 ⇒ (1) + 9 = 10
Gregor Perception: 1d20 + 12 ⇒ (10) + 12 = 22

So we should have potions? Heh, I guess someone should be keeping an eye on the booty. Sounds like a job for Silas. XD
I'll look back and see if I can accumulate a list.


Male Human Barbarian 2 (Urban), Fighter 2
Stats:
HP: 41, Initiative: +2, Perception: +8, Sense Motive: +1, AC: 21 (T: 12, FF: 19), CMD: 20, Fort: 8, Refl: 2, Will: 5

Being hugged left Hugo standing with a perplexed look on his face, gazing at the wall intently. Regaining his senses, he looked a Zinny, lips curling sideways, one eyebrow arched as if to silently ask what that was about. A she bent down to hug Tomid as well, his eyes managed to linger on her backside in a way most Silassy. It wasnt until she stood back up he realized, turning a suitably crimson shade to match Zinnys. Surely noone had noticed what he did?

Luckily, Tomids condition dispelled all the thoughts "Ya ok dere? Need me ta carry ya?"


Zinny is able to clean some of the blood away from the wound but doesn't do much to stop the pain. Without a healer's kit it's a -4 to a DC20 skill check to restore HPs...although Silas gets +2 to his Heal check due to his self-sufficient feat learned with the Tinkers.

So far we have one vote for the rat tunnel to the SE. One vote for the natural tunnel to the SW. One 'I'm ok with whichever.' Tomid and Silas? Please sound off. Let's keep this moving =)


Male Halfling Ninja 2 HP:19/19 AC:18 Fort:1, Reflex:7/8 traps, Will:-1, +2 vs Fear, Init: +4, Per: +6, Stealth +12

Tomid is tempted to to play the wound up and get carried, but he decides against it. I'm gonna be ok, 'less that thing has some poison or somethin. he says. Don't matter to me which way we go, long as its not back. This whole place need 'splorin.

For some reason I was thinking Abi was still here has an NPC. Since that is not the case Tomid could, and should have changed out a spell for at least one Cure Light Wounds. If that is ok with you he will do that now.


Male Human Rogue (Charlatan) 3 AC 15 T 12 FF 13 | HP 24/24/d8 | F +1 R +5 W +1 | Init +2 | Perc +6

Silas suggests heading southwest into the cavern.


We all thought Abi was going to come along, and then she didn't show up. But that's how it happens sometimes, and then you are a little less prepared or shorthanded. I did write up that she came to the cellar, but then couldn't go into the tunnel after your encounters in the silver mine and had to go back. So you would not have prepared a CLW spell anyways. So let's continue how we are - you decide if you need to take a potion now or wait, but keep your spells as they are.

The tunnel leading SW from the cavern eventually ends at a dark and dusty room with old bricks walls. You entered through a crack in the northern wall, with the bricks from the wall in a jumbled heap on the ground. There is only dust and decayed wood here…it is obvious no one has set foot in this room for decades. Perhaps it used to be a storeroom.

GM rolls:
Perception
Grizelda: 1d20 + 6 ⇒ (10) + 6 = 16
Hugo: 1d20 + 7 ⇒ (19) + 7 = 26
Silas: 1d20 + 6 ⇒ (1) + 6 = 7
Tomid: 1d20 + 12 ⇒ (11) + 12 = 23
Zinny: 1d20 + 1 ⇒ (6) + 1 = 7

Grizelda, Hugo, and Tomid:
You find a cleverly concealed door on the eastern wall. By pressing a certain brick, you hear a click and cause a section of the wall to move in about eight inches and then slide to the left. Behind the door is a narrow stairway leading down about 15 feet and ending in a wall. You easily see the release mechanism on the back of another concealed door.


Male Halfling Ninja 2 HP:19/19 AC:18 Fort:1, Reflex:7/8 traps, Will:-1, +2 vs Fear, Init: +4, Per: +6, Stealth +12

Tomid, happy to have found the passage, moves down quietly, looking for old traps and other mechanisms. When he gets to the bottom he listens for a few heartbeats before opening the door.

Stealth: 1d20 + 12 ⇒ (19) + 12 = 31

perception: 1d20 + 12 ⇒ (19) + 12 = 31


Male Human Barbarian 2 (Urban), Fighter 2
Stats:
HP: 41, Initiative: +2, Perception: +8, Sense Motive: +1, AC: 21 (T: 12, FF: 19), CMD: 20, Fort: 8, Refl: 2, Will: 5

Seeing Tomid attempting to be quiet, Hugo remained at the top of the stairs, fighting the urge to call down and inquire if Tomid heard anything. Instead he slapped his palm with his mace, the feel of heavy steel reminding him of days at the forge, calming him.


Current Map updated above!

Tomid hears nothing from the other side of the door. You even find a concealed spyhole, but the room beyond is dark and you can't see anything. Carefully and quietly opening the door, you enter a 15’ by 20’ room carved from stone, with a 2’ diameter stone pillar in each corner and a simple, but sturdy, wooden door on the eastern wall. The stone is smoothly cut and there are no seams – either a master craftsman put these walls together or a powerful magician formed this chamber from a single giant stone!

The room is filled with several tables busted into kindling, various broken pieces of glass or metal equipment, ripped parchment and books, and all manner of alchemical and mundane substances – it looks like Doc’s lab if a bull charged through it. Although the equipment is decades old, the damage seems to be more recent…


Female Human Conjurer-4 | AC:13(17 w/MA) T:13 FF:10 |HP 27/31 (4d6)+10 | F +2 R +4 W +5 | Init +8 | Perc +10/+7

"Have we found our way into someone else's basement? Whose place might this be then?" She frowns in thought, trying to mentally measure the distance and direction they have traveled underground and make a guess about whose residence they might be entering now.

Knowledge(Local): 1d20 + 10 ⇒ (13) + 10 = 23


The maps of tunnels and caverns were not quite to scale - call it GM discretion =)

Grizelda tries to mentally retrace her steps, measuring distance and direction as best she can, knowing distance and depth in the rat tunnel was difficult to determine since they were crawling, and the large cavern had many twists and side caverns. But...as best as she can figure, the group is most likely outside of town.

Daggermark Map
The Dancing Whip would be in the upper left section of town, the Happy Cow in the center left section. Best you can tell you are west and south of the city.


Male Halfling Ninja 2 HP:19/19 AC:18 Fort:1, Reflex:7/8 traps, Will:-1, +2 vs Fear, Init: +4, Per: +6, Stealth +12

Excited about the find, Tomid moves throughout the room to the door. I bet we are in some wizard's secret alchemy lab. he muses. Wonder what happened in here. Recon the wiz summoned somethin he couldn't handle?

His quick eye looks of the damaged goods for valuable items and then he inspects the door with a cautious eye. Wonder what protections a wizard might put to guardin his lab.

Perception: 1d20 + 12 ⇒ (7) + 12 = 19 +1 for trap finding.


Tomid's trained eye detects no traps, nor does he sense anything on the other side of the door.
Are the rest of you joining Tomid or waiting for him to return and report?


Male Human Barbarian 2 (Urban), Fighter 2
Stats:
HP: 41, Initiative: +2, Perception: +8, Sense Motive: +1, AC: 21 (T: 12, FF: 19), CMD: 20, Fort: 8, Refl: 2, Will: 5

Once Tomid moved into the next room, I think everyone just sorta came down.

Looking around at the destroyed furniture, Hugo idly poked one of the piles with his foot "Dis place is creepy, I dun like it."


Male Halfling Ninja 2 HP:19/19 AC:18 Fort:1, Reflex:7/8 traps, Will:-1, +2 vs Fear, Init: +4, Per: +6, Stealth +12

Right, Tomid would motion for everyone to come down before he entered the room.


I'm assuming you're continuing on...
Tomid cautiously opens the wooden door in the eastern wall and sees a 5' passage leading about 25' to the east, with two passages leading south. One is about 10' away, the other is at the end of the hall. Like the room you are currently in, this passage has been carved from the bedrock and is perfectly straight and perfectly smooth.


Male Halfling Ninja 2 HP:19/19 AC:18 Fort:1, Reflex:7/8 traps, Will:-1, +2 vs Fear, Init: +4, Per: +6, Stealth +12

Tomid eases the door shut and then goes back to report to the group. I'm thinkin this is a big place. Maybe be go 'splore that other area of the cave and come back ta here?


F Human Fighter 4 | AC 17 T 11 FF 16 | HP 31/35 | F +5 R +2 W +2 | Init +1 | Perc +2

Sorry, weekends are always busy for me.... GM'ed a PFS table for a group of 10 year-old boys. Fun, but exhausting...

Zinny tiptoes after the others. "What is this place?" she whispers. "Can you reckon it's been so close to town all this time an' nobody ever knew about it?"

At Tomid's suggestion, she thinks about it, then nods. Tomid had wanted to leave the cave fisher(s) alone earlier, and she'd insisted otherwise-- and he'd gotten hurt. So she feels she owes him a say in things.

"I'm alright with that," she says.


Male Human Barbarian 2 (Urban), Fighter 2
Stats:
HP: 41, Initiative: +2, Perception: +8, Sense Motive: +1, AC: 21 (T: 12, FF: 19), CMD: 20, Fort: 8, Refl: 2, Will: 5

Hugo seemed more than ready to leave, nodding his agreement and heading for the exit "Yarh lets get outa 'ere."


Sorry I can't update map - at work already! But here's a description of what you find at the end of the last rat tunnel...

Like the other rat tunnel from the Dancing Whip, you have to crawl through the opening to the southeast from the main cavern. After a while, it leads to what appears to be a wooden wall, or perhaps a stack of crates. There are claw and teeth marks on the wood - it appears the dire rats wanted to get through the wood but were unable to. A Strength check (DC 15) is required to move them enough for you to enter the space beyond.


Male Halfling Ninja 2 HP:19/19 AC:18 Fort:1, Reflex:7/8 traps, Will:-1, +2 vs Fear, Init: +4, Per: +6, Stealth +12

Tomid reports what he finds and suggests this might be a job for Hugo or Zinny. Maybe its someone else's cellar, He says.

Can he figure about where he is in town now?

Knowledge Local: 1d20 + 6 ⇒ (9) + 6 = 15


Tomid, you figure you're back in town, but you're not quite sure where...


F Human Fighter 4 | AC 17 T 11 FF 16 | HP 31/35 | F +5 R +2 W +2 | Init +1 | Perc +2

Zinny nods and sets her club down against the wall. "Let's find out. Time for elbow grease..."

She starts trying to shove the crates/wall apart.... she could always break through too with some swings of her big stick, but, no need to cause more damage to someone's cellar than necessary.

Str Check: 1d20 + 3 ⇒ (17) + 3 = 20


Male Halfling Ninja 2 HP:19/19 AC:18 Fort:1, Reflex:7/8 traps, Will:-1, +2 vs Fear, Init: +4, Per: +6, Stealth +12

Watch out fer more big rats Zinny. They been around here.


Once past the crates you find yourself in a basement storeroom, filled with crates, barrels, jugs, and bottles. Tomid immediately recognizes where you are ... in the basement of the Happy Cow! Luckily, the large crates against the wall kept the rats out ...


Female Human Conjurer-4 | AC:13(17 w/MA) T:13 FF:10 |HP 27/31 (4d6)+10 | F +2 R +4 W +5 | Init +8 | Perc +10/+7

Grizelda sighs with relief to be back in familiar surroundings. "Well, we ought to be able to see Tomid properly patched up now with no more immediate dangers. Do you think we should return to that place outside the city? Perhaps we should inquire above ground first?"

1,251 to 1,300 of 1,962 << first < prev | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | next > last >>
Community / Forums / Online Campaigns / Play-by-Post / Ordinary Heroes Online Campaign All Messageboards

Want to post a reply? Sign in.