PFS PbP Game Day: #4-11 The Disappeared (Inactive)

Game Master Deane Beman


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The gala inside the Chelish embassy appears to be in full swing, and as the faint light from the building falls upon the alleyway outside, Venture-Captain Ambrus Valsin's mission briefing is hard to forget.

“Pathfinders,” Valsin boomed but hours earlier in the briefing chamber within the Grand Lodge, “Zarta Dralneen no longer exists. She never existed. She's never worked for the Chelish embassy here in Absalom, and she's never been in charge of the Chelish Pathfinders. At least that's what I was told, repeatedly, to my face, through three layers of Chelish bureaucrats. I know those people, and they all knew Zarta. They didn't just forget about her. She's been ‘disappeared.'

“I don't know where she went and I don't know who took her. What I need you to do for me is to go into the Chelish embassy and find out as much as you can by snooping around for a bit. I want to know where Zarta is, I want to know who took her, and I want to know why she was taken.'

“We can't afford to offend Cheliax, so you'll have to infiltrate their embassy quietly. I've devised a cover story that should get you in the side door with orders to see the new Chelish ambassador. An ongoing diplomatic gala scheduled for the same time and a clever ruse by Venture-Captain Amara Li— who is also attending the gala—will keep the ambassador busy, but you'll have to act quickly if you want to secure the information we need before he arrives to meet you. You must get into the embassy, get what we need, and get back out of the embassy without the Chelaxians ever catching on that we've been rooting around.'

“Here is a packet of information that bears on Chelish interests in Sargava. It's legitimate intelligence that we probably would have passed on to Zarta eventually anyway and that we're willing to give up for free as our ticket into the building.'

“You'll enter the embassy through the north entrance of the residential wing, where Chelish imperial security receives all of their informants. Even if you have a good cover story, you might have difficulty getting past the guards there—if necessary, you'll have to resort to bribing your way through. Once you're in, the guards will likely make you wait for the ambassador when you tell them you have important information for him. Don't give it to anyone else, since once they have the information there will be no reason for them not to show you the door.'

“Amara Li will keep the ambassador pinned down at the gala while you break out of the waiting room and snoop around. She will also meet you just before you enter the gala to cast a message spell on you, just in case you need to keep in touch during your mission. You just need to make your way to Zarta's chambers—they're in the southwest corner of the residential wing, but you'll have to find a route that doesn't intersect with the gala's attendees or residents of the embassy. Try to get in and out in less than an hour. That's my best estimate at how long the gala and Li can keep the ambassador preoccupied. Once you've got the information and made it back to the waiting area, you just have to wait for the ambassador to find time to see you.'

"My informants tell me that Ailenia Hospar, one of the clerks you'll likely run into at the embassy, is addicted to shiver. I've procured some of the drug for you to slip her if she initially proves less than accommodating. You may also have to deal with Anstrella Trelax, the pompous night-duty officer. Beyond that, what you'll face is beyond my knowledge. I've ordered for you to receive several tools that might help you in your mission. Good luck, Pathfinders."

Dark Archive

Dotting, don't have time to read all that right now

Dark Archive

The pale human goes over the people they'll have to deal with. As he walks there's a rustle of chains. He absentmindedly scratches at the scar down his cheek. "Lot of ways this can go wrong, especially with the factor of the unknown. We should make some signals so we can communicate subtly if the need arises."

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Guilford looks over at the party's new companion.

"A wise idea, friend. Stealth and intrigue are not my strengths, but I wouldn't have said that diplomacy was until after my last mission for the Society! We may also want to have some sort of excuse or cover story ready if we do get caught in our snooping."

Dark Archive

Nareth nods, musing over the wizard in his mind. He doesn't seem anything like Tiasar. Much less prissy.


As you leave the Lodge Valsin's assisting provides you with four items, two scrolls and two potions. He said the scrolls were of disguise self and the potions were elixirs of hiding. Apart from that you to left to your wits. Feel free to make any purchases...I'll drop you off at the gala tomorrow morning.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

"Zar-ta... Dral-neen." Each breathy syllable drifts leadenly from his lips as the alchemist echoes the name.

"A paracountess, last we met," he mutters with a hand massaging his temple. "She struck me... as capable. Though she did force us to handle her imp."

Tromos had been introduced to the Chelish diplomat during his first official mission as a Society Pathfinder. That was the same day on which he was bitten by a rat down on the docks, leaving the young elf sick abed with filth fever for two days afterward. His rendezvous with the paracountess had not been so mild.

"If this were a kidnapping, there would be demands," he reasons. "Clandestine maneuvers are usually of the 'assassination' variety. The odds are against her, at any rate."

He moves his hand from temple to chin, considering the implications.

Dark Archive

Male Barbarian 1 (Armored Hulk) - HP 15/15 - AC:16(14)/T:11/FF:15 - Perception +4 - F:+4 / R:+1 /W:+0(+2) - CMB +6(+8) - CMD 16(17)(19) - Speed 20ft - Init. +1 - Rage 2/6

Oh yes I did that too, tough with another character Tromos...

"Well, I must say" - the big man begins - "This will be quite difficult for us, but I guess we will have to manage, right? My armor makes a lot of noise, should I leave it here?"

Dark Archive

Is it normal for people to wear armor at this gathering?


A1: Chelish Embassy - Reception

Once assembled outside the Spy's Gate, you approach the door. The Chelish Embassy is in the Ascendant Court and once housed a large cathedral to Aroden. The religous statues and icons one would expect from an old cathedral are missing, replaced by statues of Asmodeus and other Imperial symbols. A guard in Chelish livery, a severe uniform of black and red, trimmed with gold stands rigidly at the door. As you approach, he states, "Step forward and state your names and business with the Embassy.", in a no-nonsense tone of voice as his eyes linger over each of you in turn.

Dark Archive

I may not serve Asmodeous, but I do serve a LE god, I wonder if I can use that to my advantage somehow

Nareth steps in front, inclining his head slightly. "Good eventing sir, we are guests for the reception who are late and probably in trouble if we don't get in soon. That being said, we would like to keep our entrance somewhat quiet so they don't hear that we arrived at this time." Nareth subtly flashes a few gold pieces

Diplomacy: 1d20 + 5 ⇒ (20) + 5 = 25


A1: Chelish Embassy - Reception

The man nods at Nareth, "You are welcome here. If you speak for these others," His eyes linger on everyone for a moment longer than feels comfortable, "Far be it from me to impede your entrance. Speak with Ailena at the desk."

The red paint that covers the walls of this high-ceilinged chamber does little to hide the raised outlines of ancient religious mosaics that once decorated this former temple. Behind the chamber’s large and imposing desk sits a woman in clerk’s clothing. The woman looks at Nareth, "May I help you?"

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Yes, we've some vital intelligence for the ambassador. Is he available?

Diplomacy: 1d20 ⇒ 20

Dark Archive

Male Barbarian 1 (Armored Hulk) - HP 15/15 - AC:16(14)/T:11/FF:15 - Perception +4 - F:+4 / R:+1 /W:+0(+2) - CMB +6(+8) - CMD 16(17)(19) - Speed 20ft - Init. +1 - Rage 2/6

Roland looks the pictures on the walls and the decoration, seeming not to be in hurry at all. He is also looking to know the place better, but he is trying to mask that.
Perception: 1d20 + 4 ⇒ (6) + 4 = 10


A2. Waiting Area

The woman looks vexed. "Any request to meet with the ambassador must be accompanied by form Ziveti Tree Ludi Kako Vosyem, filled out in triplicate, black ink only. Besides, the ambassador is in important meetings with other dignitaries and does not have the time to accommodate you. It would be my duty to carry this intelligence to the ambassador for you." She stands and holds out her hand.

When it becomes clear that you have no interest in handing over your message she spares a curious glance at Roland before continuing. "Very well.. Follow me. I will show you to the waiting room, and tell Ambassador Armitage you are here to see him. I will estimate at least a half hour wait." She escorts you down a hallway and through a door into an sparsely-furnished sitting room. As the door closes behind you, and the click of the lock informs you you are locked in, you look at each other. Ever so briefly after the one door locks, you hear the click of the other door's lock, and the door opens a crack.

The sitting room does not have any vents in it. Outside the slightly open door is a short hall, ending in a thick red curtain. A door stands across the hall from the open door. From beyond the curtain come sounds of people hurrying around, the clink of glass, an occasional spoken order, as well as the more distant murmur of talking.

You've got about 30 minutes and, thus far, haven't done anything to attract undue attention to yourselves. Running out of time or blowing your cover will result in unpleasant circumstances!

Dark Archive

Nareth glances around the room "Can we spare half an hour?" He casts detect magic while they wait, scanning around the room.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

"I think, Nareth, that we have little choice. Now, I'm usually not the most persuasive fellow. Perhaps you'd be willing to take the lead and help us talk our way out of trouble if necessary. I'm not bad at sneaking around, but if we're caught I'd prefer someone else to take the lead. Now let's see where we can go."

Guilford looks around the hallway and peeks through the curtain.

Perception: 1d20 + 7 ⇒ (1) + 7 = 8


Guilford peers behind the curtain and sees...another curtain. And a long hallway with doors on the north, east and west. He watches the servants move. He is confident that there is a pattern to their movement. It would be an easy thing to time the group's movement with the servant's to remain unnoticed, to get across the hall and beyond the curtain. It would be a slightly more difficult thing to get into the doors on the north side of the hall, and an even more difficult thing to understand the pattern of servant's movement, to allow them to get all the way down to the East end of the hall and through the South door.

So on the map you're in room A4 and looking out onto hallway A5.

Dark Archive

Male Barbarian 1 (Armored Hulk) - HP 15/15 - AC:16(14)/T:11/FF:15 - Perception +4 - F:+4 / R:+1 /W:+0(+2) - CMB +6(+8) - CMD 16(17)(19) - Speed 20ft - Init. +1 - Rage 2/6

So we can cross through A7 easily enough, right?

Knowing they cannot draw attention, Roland takes one of the Elixirs of Hiding and drinks it, giving the other one to Nareth, who is also wearing armor.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Taking his cue from Roland, Tromos selects one of the scrolls given to them by Valsin. Holding in his mind the picture of a dark-haired, pale-skinned human clothed in fine furs, he carefully reads through the incantation.

Forgot alchemists don't count as spellcasters for spell completion items. Still, he has UMD trained. He'll try to use the scroll of Disguise Self until he succeeds, or rolls a 1.

Use Magic Device, DC 21: 1d20 + 8 ⇒ (4) + 8 = 12
Use Magic Device, DC 21: 1d20 + 8 ⇒ (4) + 8 = 12
Use Magic Device, DC 21: 1d20 + 8 ⇒ (11) + 8 = 19
Use Magic Device, DC 21: 1d20 + 8 ⇒ (9) + 8 = 17
Use Magic Device, DC 21: 1d20 + 8 ⇒ (7) + 8 = 15
Use Magic Device, DC 21: 1d20 + 8 ⇒ (18) + 8 = 26


Tromos's features begin to change before your very eyes...giving him the appearance of a dark-haired, pale-skinned human clothed in fine furs. Roland downs one of the elixirs of hiding and the group, following Roland's lead, heads to...

A7. Grand Ballroom

This enormous ballroom takes advantage of the building’s vaulted ceilings to look even more extravagant than it otherwise would. Fluted columns carved in the shapes of various devils soar to the ceiling on the north and south ends of the room, hard up against the elegant crimson curtains through which servants continuously pass bearing food, drink, or serving ware. Diplomats, merchants, and nobles mingle as a chamber orchestra plays near the eastern wall, into which beautiful stained-glass windows and open double doors to a balcony are set. Two sets of open double doors lead west toward a well-appointed foyer.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Guilford pauses for a moment and returns to the hallway. He takes one of the potions and downs it.

He whispers in Nareth's ear. I'll use this scroll on you. Make you look like one of the various partygoers. It should help us if we're questioned."

Guilford then reads the scroll, envisioning Nareth wearing the finest courtier's outfot and bedecked with jewels, as befits a guest at a party of state.


Disguises donned, the group heads into the gala.

Objective reminder: "You just need to make your way to Zarta's chambers—they're in the southwest corner of the residential wing, but you'll have to find a route that doesn't intersect with the gala's attendees or residents of the embassy. Try to get in and out in less than an hour. That's my best estimate at how long the gala and Li can keep the ambassador preoccupied. Once you've got the information and made it back to the waiting area, you just have to wait for the ambassador to find time to see you."

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Guilfoed lowers his voice to address only his team:

"Perhaps we should try that hallway we just passed through. Going through the main party is probably going to get us caught. If we circle around, then perhaps we'll find a safe route to Zarta's chambers"

Dark Archive

"I agree, let's avoid the masses while we can."


The group wisely retreats to the servant's hallway. Thanks to your disguising you barely get passing glances as they hustle to and from the gala area. You peek into the kitchen area (A6) but are quickly hustled out by the cooks who have no time for visitors. At the end of the hallway you arrive at the entrance of the garden.

A8. Gardens

These gardens shine in the moonlight, but dark shadows hug the lower reaches of the bushes, topiary, and trees. Two marble staircases wrap around a balcony where revelers are silhouetted against the light shining from the ballroom’s stained-glass windows. A tall wrought-iron fence divides the garden from the city beyond and below. Small servant’s doors enter the garden from the north and the south.

Dark Archive

Male Barbarian 1 (Armored Hulk) - HP 15/15 - AC:16(14)/T:11/FF:15 - Perception +4 - F:+4 / R:+1 /W:+0(+2) - CMB +6(+8) - CMD 16(17)(19) - Speed 20ft - Init. +1 - Rage 2/6

"Someone should detect magic on this place. It does look creepy."
Roland stops at the door and takes a look around, to guarantee there is no one there, before slowly moving into the shadows to cross the garden.
Perception: 1d20 + 4 ⇒ (19) + 4 = 23
Stealth: 1d20 - 2 + 10 ⇒ (17) - 2 + 10 = 25

Dark Archive

Nareth nods, throwing out a detect magic.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

"What's our best way to cross here undetected?"

Perception: 1d20 + 7 ⇒ (14) + 7 = 21

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Do the PCs actually have their own map of the embassy, or are they just navigating by sense?


Assume you know the general layout and the purpose of each room but you do not know which rooms have been repurposed for the party.


Nothing magical here...

The gardens have an abundance of shrubs and other hiding places, but the open stretches are well lit from the ballroom and the balcony is amply peopled with potential observers.

Anyone wanting to slip from shrub to shrub unnoticed needs to make 3 Stealth checks; and it will take 3 minutes to do so. Striding boldly across the garden like you own the place will require a Bluff or Disguise check. You don't all need to go across the same way. And don't forget your bonuses from whichever form of magical subterfuge you partook.

Dark Archive

We could have somebody be a distraction, draw the eye of the crowd while the rest sneak on the other side of the room

Dark Archive

Male Barbarian 1 (Armored Hulk) - HP 15/15 - AC:16(14)/T:11/FF:15 - Perception +4 - F:+4 / R:+1 /W:+0(+2) - CMB +6(+8) - CMD 16(17)(19) - Speed 20ft - Init. +1 - Rage 2/6

"Ok, I'm going."
Roland has taken the potion of Hiding, so he has no other way to go than this. He moves from shadow to shadow, trying to remain out of sight of the locals.
Can I take 10 on the stealth checks? If yes it would give me an 18 total.

If not:
Stealth 1: 1d20 + 8 ⇒ (17) + 8 = 25
Stealth 2: 1d20 + 8 ⇒ (10) + 8 = 18
Stealth 3: 1d20 + 8 ⇒ (6) + 8 = 14

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

"Tromos and Nareth, you might be able to bluff your way through, disguised as you are. I'll try sneaking after Roland."

Guilford moves across the garden.

Stealth: 1d20 + 3 + 10 ⇒ (19) + 3 + 10 = 32
stealth: 1d20 + 3 + 10 ⇒ (3) + 3 + 10 = 16
Stealth: 1d20 + 3 + 10 ⇒ (19) + 3 + 10 = 32

Dark Archive

Nareth grunts. "I know how to deal with people a lot of ways but lying isn't one of them."


The DC for Bluff/Disguise is very reasonable...particularly for those who are disguised.


A9. Staging Area

What likely used to be a side chapel is now in use as a staging area for the gala. Magnificent stained-glass windows and vaulted ceilings look down on the racks of platters, dishes, wine bottles, and glasses stacked neatly on long wooden tables.

This area is a hive of activity. The doors to the garden and to the servants’ passage aren’t seeing much use but the double doors to the south gallery are constantly opening and closing as platters of hors d’oeuvres and other gala necessities are shuttled through to the garden or ballroom. Standing at the garden entrance doing not much of anything you are beginning to attract notice from the servants who seem upset either because you're not working or because you're in their way.

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Disguise, minus Cha, plus Disguise Self, minus penalty for disguising as different race.

Disguise: 1d20 - 1 + 10 - 2 ⇒ (17) - 1 + 10 - 2 = 24

Entering the staging area, the elf takes a quick look around.

Perception: 1d20 + 4 ⇒ (18) + 4 = 22

He edges into the room, trying to look natural, while whispering to his companions:

"Southwest leads past the quarters, northwest leads down the main southern hall. I do think we ought to decide swiftly."


"Grab a tray and get out of my way" one of the passing servers barks as he brushes by each of you.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

"Let's go by the quarters."

Guilford grabs a tray and moves towards the door Tromos indicated.


A10. Servants’ Passage
This narrow hallway grants access to the servants’quarters. The two ends of the hallway connect to the western edge of the south gallery and to the staging area, respectively. The hallway is deserted as all hands are on deck for the gala.

A11. Servants’ Quarters
Scattered servants’ outfits hang over the edges of bedposts in this sparsely furnished private quarters.

Dark Archive

Male Barbarian 1 (Armored Hulk) - HP 15/15 - AC:16(14)/T:11/FF:15 - Perception +4 - F:+4 / R:+1 /W:+0(+2) - CMB +6(+8) - CMD 16(17)(19) - Speed 20ft - Init. +1 - Rage 2/6

"This would fit us, but I don't think we can afford the time. Besides, we've got weapons!"

He slowly opens the door leading west just a little, to take a look if is there anyone there.
Stealth: 1d20 + 8 ⇒ (16) + 8 = 24


A12. South Gallery

The south gallery is separated from the ballroom by the same manner of curtains as the north gallery, and it stretches from the staging area past an open door to the foyer before ending at another door; and a smaller hallway that continues to the southwest. Just east of the doors to the foyer are a couple of tall racks currently being used as a cloak check.

Like the north gallery, the south gallery is extremely busy with servant traffic. There is no chance to move between the gallery and the staging area without being noticed, however the west end of the gallery is considerably less obtrusive, and moving between the servants’ passage, the foyer, the cloak check, and to the door beyond can be accomplished by timing the servant's movements in order to determine the best time to move across.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

"How does it look up there Roland? Do you think we can sneak through to Zarta's chamber?"

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

Any sort of check for the timing of movements?


Perception to time the movements; Disguise/Bluff to brazenly walk across and talk your way out of any potential troubles.

Scarab Sages

Male Human Wizard (Transmuter) 7 | HP 57/57 | AC 15 T 15 FF 11 | Saves: F: +5 R: +7 W: +7 | CMD: 18 | Init: +7 Percep: +12 SM: +1

Guilford moves up to the doorway, and tries to observe a good way to make his way across to their objective.

Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Dark Archive

Male Barbarian 1 (Armored Hulk) - HP 15/15 - AC:16(14)/T:11/FF:15 - Perception +4 - F:+4 / R:+1 /W:+0(+2) - CMB +6(+8) - CMD 16(17)(19) - Speed 20ft - Init. +1 - Rage 2/6

It does look good, but there are a few people. We should go when no one is looking. Ready?

Scarab Sages

Male Elf Alchemist (Grenadier) 2
Stats:
HP 17/17, NL 0 | AC 17, T 13, FF 14 | CMB +0, CMD 14 | F +4, R +7, W +0 | Init +8 | Perc +5, SM +0, LLV 60 ft. | Splash: Bomb +6 (w/ PBS)/1d6+5; Melee: Cestus/1d4/19-20/x2; Ranged: Longbow +6/1d8-1/x3

I'll roll both, but if each of us must choose one method or other without knowledge of the DCs, Tromos will choose to roll Diguise.

Perception: 1d20 + 4 ⇒ (16) + 4 = 20
Disguise: 1d20 - 2 + 10 - 2 ⇒ (16) - 2 + 10 - 2 = 22

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