PbP GameDay 2: PFS 1-25 City of Strangers part 2 - The Twofold Demise (Inactive)

Game Master Beckett

Began 23Apr2014

CURRENT MAP

MAP OF VARISIA
MAP OF KAER MAGA

DM Notes:

[dice=Kryssa (DV +4)]1d20+2[/dice
[dice=Maldoc (LLV +4)]1d20+6[/dice
[dice=Sam (+3)]1d20+3[/dice
[dice=Umaro (+6)]1d20+1[/dice
[dice=]1d20+[/dice
[dice=]1d20+[/dice


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Grand Lodge

Spells:
Orison: Detect Magic, Guidance, Spark, Create Water | lvl 1: Cure Light Wounds,Keen Senses, Feather Step, True Strike(D)
Human Druid (Dragon Shaman) 3
Stats:
AC 17 T 11 FF 16 | HP 24/24 | F +6 R +3 W +6 | Init +5 | Perc +8

"Sam let get inside and close the door. I fear that alarm will bring others."

Umaro then moves up into the room near Kryssa, calling out to nature to aid her attack. Guidance on Kryssa, +1 to attack

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Sam gets inside and casts enlarge person at Umaro.
Can we lock the door?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Yes. The two doors you opened to this room can be closed and locked, though they dont look too secure. Keep in mind Enlarge Person is a full round casting.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Maldoc and Kryssa are going all out on Mr. Sussworth, but not gaining much ground, though Maldoc just managed to knick him with a lucky blow. Umaro moves in and casts a spell to aid Kryssa's next strike while Umaro bars the door real fast and then begins to cast a spell, but is not able to finish it just yet.[/I]

ROUND 2
Maldoc & Kryssa
-----------------
Mr. Sussworth (-6)
-----------------
Umaro & Sam (casting)

Silver Crusade

Aasimar (Angelkin) bloodrager 5 |HP: 48/48 |AC: 19 |FF: 12 |T: 17 |CMB: +9 |CMD: 21 | F: +7 | R: +4 | W: +2 |Init: +4 |Perc: +6 |Sense Motive: +0

Okay, high AC, let's stop power attacking...

Kryssa takes an off-balance swing due to stepping on a paper-weight.

Attack + Rage + Higher Ground + Guidance: 1d20 + 7 + 2 + 1 ⇒ (11) + 7 + 2 + 1 = 21
Damage + Rage: 1d10 + 4 + 3 ⇒ (7) + 4 + 3 = 14

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Dang, you should have power attacked.

That will hit, and cause him to shake his head a little, stunned for just a moment by the unexpected hit. Withdrawing to the corner in hopes of redoubling his effort and avoiding being swarmed. Suddenly, from outside the door you just closed, you hear the rush of multiple small feet charging you way, then cursing (in Goblin) that the door is locked. A second door opens outside the hallway.

ROUND 2
Maldoc & Kryssa
-----------------
Mr. Sussworth (-20)
-----------------
Umaro & Sam (casting)

Sam, your spell will go off this round, leaving you with a Move Action still once Umaro goes.

Silver Crusade

Aasimar (Angelkin) bloodrager 5 |HP: 48/48 |AC: 19 |FF: 12 |T: 17 |CMB: +9 |CMD: 21 | F: +7 | R: +4 | W: +2 |Init: +4 |Perc: +6 |Sense Motive: +0

Casting summon monster through the keyhole would distract them....

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Not much I can do with a move action I think.

Kryssa Lightbinder wrote:
Casting summon monster through the keyhole would distract them....

Summoned creatures only last your lvl in rounds. They would not last long enough to be usefull. But you gave me an idea. DM can I cast a spell through the keyhole?

Sam puts his weight agaist the door making sure it will stay closed.
Good thinking, druid.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Didn't he start to cast last round? He should have a standard action this turn if that's the case.

Grand Lodge

Spells:
Orison: Detect Magic, Guidance, Spark, Create Water | lvl 1: Cure Light Wounds,Keen Senses, Feather Step, True Strike(D)
Human Druid (Dragon Shaman) 3
Stats:
AC 17 T 11 FF 16 | HP 24/24 | F +6 R +3 W +6 | Init +5 | Perc +8

Umaro waits until Sam's spell is cast. Once he grows, hopefully I can fit in the room, might end up pushing the desk a little he takes a two handed swing with his enlarged staff.

Quarterstaff, 2-handed: 1d20 + 3 ⇒ (19) + 3 = 22
Damage: 1d8 + 6 ⇒ (7) + 6 = 13 Bam

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Maldoc Tisbane wrote:
Didn't he start to cast last round? He should have a standard action this turn if that's the case.

Start/Complete Full-Round Action:

The “start full-round action” standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can't use this action to start or complete a full attack, charge, run, or withdraw.

Sam Drakenfel wrote:
But you gave me an idea. DM can I cast a spell through the keyhole?

Yes, but it depends on the spell. If it's an area affect that does not originate from you, sure. If it's a ray, you can, but you are going to take a lot of penalties, so it's sort of a last ditch effort. If it is a spell that originates from you, like say Burning Hands, then no, the doors would provide total cover unless you literally burned right through them.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Umaro steps forward and slams his staff into the warrior, but did not realize just how strong he had become, and literally crushes the man's skull in. With the doors barred as well as they can get, you can see four Goblins outside, as they begin to hack away at the door. It is not going to last too long before the break through, and on the opposite side of the hall, you see another door open. Standing in front of it, you see a female, with extremely pale skin, and abnormally white eyes, wearing robs. A male figure is also seen, but he tries to duck into the shadows. Stealth vs Perception later on, not now.

ROUND 3
Maldoc, Kryssa, Umaro & Sam
------------------------------------------------------------------------
Unknown Male, Unknown Female, Goblin 1, Goblin 2, Goblin 3, & Goblin 4

Basically you have a few rounds (not sure how many) until they swarm the room. I didn't expect it to go this way, (they where designed to be two different encounters), but that's the way it worked out. There's no rules for the doors given, so I'm just going to roll a dice each round on their turns. Even it holds, Odd they break through. So you have a little time, but how much, no one knows.

Silver Crusade

Aasimar (Angelkin) bloodrager 5 |HP: 48/48 |AC: 19 |FF: 12 |T: 17 |CMB: +9 |CMD: 21 | F: +7 | R: +4 | W: +2 |Init: +4 |Perc: +6 |Sense Motive: +0

Kryssa jumps off the desk and stands at the ready in front of the door.

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]
DM Beckett wrote:
Maldoc Tisbane wrote:
Didn't he start to cast last round? He should have a standard action this turn if that's the case.

Start/Complete Full-Round Action:

The “start full-round action” standard action lets you start undertaking a full-round action, which you can complete in the following round by using another standard action. You can't use this action to start or complete a full attack, charge, run, or withdraw.

From what I understand there are two ways to cast a spell with the casting time of 1 round. You can divided it into two standart actions like DM Beckett said or you can cast it like a fullround action. In both cases the spell only goes out in the second round, the diference being that if you cast in two standarts you also have a move action in each of those rounds. If you use a fullround to cast you dont have a move action on the first round casting but have the full round avaible in the second.

I spend a move action to move in the first round of casting so...

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Sam takes a step back and readies himself for the next fight gathering the eldritch power necessary to cast his next spell.

Sam readies an action to cast burning hands at the corridor in the moment the door breaks open. Move his icon one square to the south (besides where Kryssa was). Please keep the square in front of me empty guys.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

"I spend a move action to move in the first round of casting so..." This is what I missed. I didn't even know about the thing Beckett had shown, that's good to know. Very cool.

Maldoc prepares Arcane Mark once more and prepares his assault on the next enemy!

After the doors open I'll wait for Sam's spell to go off before moving in front of him to attack.

Grand Lodge

Spells:
Orison: Detect Magic, Guidance, Spark, Create Water | lvl 1: Cure Light Wounds,Keen Senses, Feather Step, True Strike(D)
Human Druid (Dragon Shaman) 3
Stats:
AC 17 T 11 FF 16 | HP 24/24 | F +6 R +3 W +6 | Init +5 | Perc +8

Seeing the destruction of his blow, Umaro looks a bit concerned.

"Hmmm, hopefully someone else can give us some answers."

He then turns and quickly casts a spell, tapping Maldoc on the shoulder, before stepping back to the back of the room where he can still reach over his allies.
Casting Guidance

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Maldoc you put your icon in the square where I was moving into. I did some position changes bteween the two of us on the map. Hope its alright.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Yeah thats cool. I thought you had already moved. My bad.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Round 4: 1d2 ⇒ 1

Just after you prepare yourself for the next fight, they manage t burst through the door.

Perception DC 15:
If you make it, you spot the male scoundrel from the far room sneaking up, behind the goblins. This means you are not flat-footed against his attacks, and no Sneak Attack.

failure on the Perception check:
The male scoundrel from the other room vanishes into the shadows and behind the horde coming at you. You are susceptible to being Flat-Footed against his first attack and Sneak Attack applies.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

ROUND 5
Maldoc, Kryssa, Umaro & Sam
------------------------------------------------------------------------
Unknown Male, Unknown Female, Goblin 1, Goblin 2, Goblin 3, & Goblin 4

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Perc: 1d20 + 3 ⇒ (6) + 3 = 9
The map does not show anybody near the door. Are the goblins in the entrance corridor?

Grand Lodge

Spells:
Orison: Detect Magic, Guidance, Spark, Create Water | lvl 1: Cure Light Wounds,Keen Senses, Feather Step, True Strike(D)
Human Druid (Dragon Shaman) 3
Stats:
AC 17 T 11 FF 16 | HP 24/24 | F +6 R +3 W +6 | Init +5 | Perc +8

Perception: 1d20 + 6 ⇒ (15) + 6 = 21

I'm going to assume that there is a goblin at the doorway as it opens

Umaro takes a swing, using his magically extended reach to attack one of the goblins as the door flies open.

Quarterstaff: 1d20 + 3 ⇒ (3) + 3 = 6

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

I only ask because the area of the spell...
Anyway, I will post my action to keep thing moving

Sam unleashes his flames in the corridor.
Burn, burn, buuurn!
Burning hands: 3d4 + 3 ⇒ (4, 1, 1) + 3 = 9

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Yes, sorry, I corrected that.

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Sweet, got all the gobos then.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

DC 15? Assuming so

Refl: 1d20 + 2 ⇒ (14) + 2 = 16 <made it>
Refl: 1d20 + 2 ⇒ (11) + 2 = 13 <DEAD>
Refl: 1d20 + 4 ⇒ (17) + 4 = 21 <made it>
Refl: 1d20 + 4 ⇒ (19) + 4 = 23 <made it>

ROUND 5
Maldoc, Kryssa, Umaro & Sam
------------------------------------------------------------------------
Unknown Male, Unknown Female, Goblin 1 (-4), Goblin 2, Goblin 3 (-4), & Goblin 4 (-4)

Silver Crusade

Aasimar (Angelkin) bloodrager 5 |HP: 48/48 |AC: 19 |FF: 12 |T: 17 |CMB: +9 |CMD: 21 | F: +7 | R: +4 | W: +2 |Init: +4 |Perc: +6 |Sense Motive: +0

Perception: 1d20 + 2 ⇒ (2) + 2 = 4
I'm too angry at my cut chaps to see straight.

"For my chaps!" Kryssa swings her flail at the onslaught of goblins.

Attack+lots of bonuses-power attack: 1d20 + 7 ⇒ (6) + 7 = 13
Damage+lots more bonuses: 1d10 + 10 ⇒ (9) + 10 = 19

let the goblins be flat footed...

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Sadly, it wouldn't matter. Stupid Goblins

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Spell focus evocation, DC 16. Not that it matters with those rolls lol.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Perception: 1d20 + 4 ⇒ (5) + 4 = 9 Scoundrel? Where?

Maldoc winces a little from the flames, though unharmed. He then steps out to attack the nearest goblin! I assume #1 is now dead so advancing to #4.

Spellstrike: 1d20 + 6 ⇒ (4) + 6 = 10 for Damage: 1d6 + 2 ⇒ (3) + 2 = 5 Ugh, doubt that hits but, maybe. If it did I'll swing at #3 next.

Scimitar: 1d20 + 6 ⇒ (13) + 6 = 19 for Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I'm going to assume everyone Delays until after Sam's blast :)

Umaro:
You notice the Rogue sneaking up with rapier and dagger just left of the mage, readying to attack.

The mage comes up behind the goblins, and without care of hitting them unleashes a blast of multicolored light.

Spellcraft DC 17:
Color Spray

Goblin 1 Will: 1d20 - 1 ⇒ (7) - 1 = 6
Goblin 2 Will: 1d20 - 1 ⇒ (10) - 1 = 9
<unconscious, blinded, and stunned for 2d4 rounds for 2d4 ⇒ (1, 1) = 2 rounds. Then blinded and stunned for 1d4 ⇒ 3 rounds. Then stunned for 1 round.>

Kryssa & Maldoc Will Save DC 13 (illusion) or:
the same as above.

ROUND 6
Sam, Maldoc, Kryssa, & Umaro
------------------------------------------------------------
Unknown Male, Unknown Female, Goblin 1 (-4), & Goblin 3 (-4)

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Will: 1d20 + 4 ⇒ (8) + 4 = 12

Unless this is considered an enchantment (I'm an elf) I'm out of this combat.

Silver Crusade

Aasimar (Angelkin) bloodrager 5 |HP: 48/48 |AC: 19 |FF: 12 |T: 17 |CMB: +9 |CMD: 21 | F: +7 | R: +4 | W: +2 |Init: +4 |Perc: +6 |Sense Motive: +0

Will: 1d20 - 2 ⇒ (10) - 2 = 8
Oh, poop.

The world explodes in painfully bright rainbows that cause every nerve in her body to feel like it's on fire. And that's the last thing Kryssa remembers before falling to the ground unconscious.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Either of you have a reroll?

Silver Crusade

Aasimar (Angelkin) bloodrager 5 |HP: 48/48 |AC: 19 |FF: 12 |T: 17 |CMB: +9 |CMD: 21 | F: +7 | R: +4 | W: +2 |Init: +4 |Perc: +6 |Sense Motive: +0

Gob Squad shirt count?

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

I believe so. Also, I believe you are still raging, so shouldn't that be a Will of +0

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

And I am out of spells :(

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

DM Star reroll: 1d20 + 5 ⇒ (15) + 5 = 20 :)
Goblin Squad Reroll: 1d20 ⇒ 16

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Is the DM thing for me? So kind. I have no rerolls.

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Yes, nothing I know of requires the reroll to be for yourself, (and if it is, I'm going to ignore you showing it to me). I think that it's dumb to have an NPC with instructions to cast Color Spray, Glitterdust, or a few other spells on the party. Taking players out of the game is just stupid.

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

I don't have a problem with NPCs using spells in a strategic way. I'm not going to refuse the reroll, however. I appreciate it.

Grand Lodge

Spells:
Orison: Detect Magic, Guidance, Spark, Create Water | lvl 1: Cure Light Wounds,Keen Senses, Feather Step, True Strike(D)
Human Druid (Dragon Shaman) 3
Stats:
AC 17 T 11 FF 16 | HP 24/24 | F +6 R +3 W +6 | Init +5 | Perc +8

It is nice to see opponents written intelligently, but yeah the spells that take people out of the game so easily are pretty bad, for players and npc's alike.

Umaro watches the man sneaking up, quickly shifting his weapons around to pull his sling and hurl a bullet at the man.

Sling: 1d20 + 1 - 1 ⇒ (5) + 1 - 1 = 5

"Watch the shadows. There's another there."

Silver Crusade

Aasimar (Angelkin) bloodrager 5 |HP: 48/48 |AC: 19 |FF: 12 |T: 17 |CMB: +9 |CMD: 21 | F: +7 | R: +4 | W: +2 |Init: +4 |Perc: +6 |Sense Motive: +0

Kryssa almost fades to the blinding colors, but is able to recover. She runs up and takes a swing at the magic user. "Bring it, torchlight!"

Attack: 1d20 + 7 ⇒ (18) + 7 = 25
Damage: 1d10 + 10 ⇒ (3) + 10 = 13

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

ROUND 7
Sam, Maldoc, Kryssa, & Umaro
------------------------------------------------------------
Unknown Male, Unknown Female

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

Round 7, assuming I'm still awake

Maldoc will cast Arcane Mark and try to touch the enemy closest to him with his rapier! 5' step to the closest enemy.

Spellstrike: 1d20 + 6 ⇒ (18) + 6 = 24 for Damage: 1d6 + 2 ⇒ (1) + 2 = 3Confirm?: 1d20 + 6 ⇒ (13) + 6 = 19 for Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

You are still awake. :) From where you are, the nearest two are the Goblins. Otherwise you will need to move a bit.

Scarab Sages

Draconic Sorcerer 4 [ HP 30/30 | AC 14 T 12 FF 12 | CMD 15 | F +4 R +3 W +3 | Init +1 Per +7]

Sam casts light on his jacket, moves behind Kryssa and searches for the other enemy.
Perc: 1d20 + 3 ⇒ (11) + 3 = 14

Shadow Lodge

||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||

Seeing they don't stand a chance, the last two withdraw, fleeing into one of the rooms you hadn't explored yet, (room A). You hear them bolt the door, likely in the same makeshift fashion you did for this one. As you rush after them, suddenly you hear screams from within the room, and what sounds like the two being ripped limb from limb. Then silence. Peering through the keyhole, you see a huge scorpion in the corner, and the room is filled with dead and mostly eaten corpses of goblins, as well as the two humans that just fled. It begins to dig itself into the dirt, and quickly vanishes from sight.

It's completely up to you if you want to proceed. The scorpion is the last creature in here, but it wasn't the final, (that was the mob you just fought).

Grand Lodge

Male Elf Magus (Bladebound) [9.1] | HP 63/63 | AC 28 T 18 FF 22 | F +9 R +11 W +9 | CMB +7 CMD 25 | Init +8 | Perc +14 (low-light vision) | Acro/EA/Fly +8 | Climb/Swim/SM +3

So, is that the last of these Shadow Lodge agents? I do not think we need to play exterminator and confront the scorpion, seeing that it finished the job for us. Maldoc will search the goblins and any of the enemies that he feels he can safely examine.

Is there anything else we need to finish in here? I've kinda lost track to be honest.

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