PbP GameDay 2: PFS (module) Fangwood Keep (3-5) with GM Endless Forms (Inactive)

Game Master Mike Tuholski

A 3-5 module played for PFS credit. Fangwood Keep

Fangwood


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Grand Lodge

Male Dwarf

I'm good with that. Take note that I'll be attending my local Con on Saturday and Sunday.

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Sure, I've got no better suggestion

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Agreed farg replies and takes the suggestion as an invitation to check the door and unlock it if needed.

Perception1d20 + 7 ⇒ (14) + 7 = 21
Disable device 1d20 + 13 ⇒ (13) + 13 = 26

The Exchange

N Dwarf Ranger 9

Can't Ash talk to the little water blooper thing? (sylvan, Garen got the knowledge check to know it might speak that) Doesn't seem overly hostile, maybe it can be helpful?

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

If you suggest that, Ash will do that..it would not occur to Ash to speak to a water thingy in a different language

Grand Lodge

Male Dwarf

"If someone could speak to that, it may prove useful." Garen points at the floating creature.
"It speaks sylvan."

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Ash looks at Garen "You think it would speak to us? Really? It looks...so wierd!. I happen to speak Sylvan..let's try!"

Ash shouts in sylvan at the creature with several water-dripping tentacles sprouting from its four-eyed fish's belly, with long fins protruding from its back.

Sylvan:
"Hello! What are you doing here? Have you been here for long?! I don't think we mean you any harm, do you mean to harm us?"

Diplomacy if needed: 1d20 + 2 ⇒ (8) + 2 = 10


The Flaxseed Pathfinder Lodge

Yes, the subjective gravity is also in effect in the blown-out chamber. Don't worry, it won't be everywhere.

The party considers speaking with the grodair swimming about and, indeed, as you exit the blown-up chamber, the creature is waiting out in the circular hallway, peeking around the 'corner' to get a better look at you.

As Ash speaks a language it understands, it pops its eyes out a little further. It doesn't seem particularly forthcoming and just says back (in Sylvan), "My name is Blegensky. I won't harm you. Just leave me alone."

Diplomacy not high enough for much, although you could try to speak to her again later. Or someone else could try if you speak Sylvan or Aquan.


The Flaxseed Pathfinder Lodge

Farg then leads the party to the next door and finds it unlocked. The party enters a curved room where the gravity seems to be functioning normally. The room is empty save for a door on the other side directly across from the entrance.

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

"It doesn't seem to like me very much, but it says it's name is Blegensky..and it won't hurt us. It just wants to be left alone"

Ash casts guidance and detect magic and takes a look at the door
(take 10 on perception for 10+12+1 = 23 using guidance)

The Exchange

N Dwarf Ranger 9

Little Foot will open it when everyone is ready, once Ash gives him the thumbs up.


The Flaxseed Pathfinder Lodge

Ash finds no magic in the room and the party heads through to find a narrow hallway that terminates in yet another door. Free of traps and magic, the party heads through this second door as well.

The ceiling of this hemispherical room is shaped like a massive dome, with the tallest part of the chamber reaching over sixty feet in height. Smashed glass orbs and various metallic baubles litter the ground, their sheen hidden under a thick layer of dust.

This entire room is difficult terrain.

As the party steps into the room, the liquid on the floor from the various shattered glass orbs begins to coalesce into a singular entity!

gm rolls:

ooze: 1d20 - 4 ⇒ (16) - 4 = 12
Maaarv: 1d20 + 2 ⇒ (2) + 2 = 4
Garen: 1d20 + 1 ⇒ (5) + 1 = 6
Theo: 1d20 + 4 ⇒ (11) + 4 = 15
Ash: 1d20 + 4 ⇒ (20) + 4 = 24
Vinnie: 1d20 + 2 ⇒ (9) + 2 = 11
Farg: 1d20 + 2 ⇒ (10) + 2 = 12

Initiative:

1. Ash, Theo, and Farg
2. Ooze
3. Vinnie, Garen, and Maaarv

Ash, Theo, and Farg are up!

DC 14 KN (dungeoneering):
This is a mercury ooze, which can give you mercury poisoning. It has blinsight and standard ooze traits.

Haha, half of the party got beat by an ooze with -4 initiative.

The Exchange

N Dwarf Ranger 9

Heh. Luckily, I beat him, so can end run to the back while he's still flat footed and can't smack me!

Knowledge (dungeoneering): 1d20 + 3 ⇒ (10) + 3 = 13

edit: oop, 1 short!

Little Foot goes on the offensive quickly, before the strange ooze can react, moving to the far side to give others flanking options.

Though, in retrospect... I suppose oozes probably have horrible AC's so getting flanking is probably not really a big deal.

Melee Power Attack: 1d20 + 8 - 2 ⇒ (10) + 8 - 2 = 16, for 1d10 + 11 ⇒ (6) + 11 = 17 damage.

30' move, and attack

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Ash seeing the ooze decides that it's most likely a good idea to cleanse it with fire

Casting flaming sphere at it fire damage: 3d6 ⇒ (4, 2, 2) = 8 Reflex save DC 15 to negate

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Frag steps forward into the chamber and moves in to flank the Ooze with Theo as he lashes out with his claw.

Attack assuming Flank and PA1d20 + 10 ⇒ (9) + 10 = 19 Damage 1d4 + 6 ⇒ (3) + 6 = 9

Moved 3 squares. Activate Archaeologists luck and attack


The Flaxseed Pathfinder Lodge

Theo runs around the ooze and cuts into it!

Ref: 1d20 - 3 ⇒ (19) - 3 = 16

Ash hurls a fire ball at it but the ooze miraculously moves out of the way!

Finall Farg steps up into flanking and slashes at the thing with a claw!

---

slam: 1d20 + 4 ⇒ (9) + 4 = 13

The ooze tries to hit Theo but the dwarf leaps out of the way!

Initiative:

1. Ash, Theo, and Farg
2. Ooze
3. Vinnie, Garen, and Maaarv

O: 26 dmg

You guys are up!

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Ash keeps the ball of flaming spinning on the ooze Fire damage: 3d6 ⇒ (3, 2, 6) = 11 Reflex save DC 15 to negate while taking a step towards Garen and providing him with some guidance.

"Hit the ooze where it hurts!..Which will be inside the ooze..or something?"

(Casting guidance and Garen)

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

Maaarv circles wide around the ooze, drawing up a bomb to throw. "Yeah, let's try some more fire!"

Ranged Touch, PBS, Precise Shot: 1d20 + 6 + 1 ⇒ (17) + 6 + 1 = 24
Fire Damage, PBS: 3d6 + 4 + 1 ⇒ (2, 3, 6) + 4 + 1 = 16

The Precise Bomb Discover keeps Theo and Farg safe from splash damage.

Grand Lodge

Male Dwarf

Garen steps forward and bashes down hard!!
Hammer Swing, Power attack, Guidance 1d20 + 7 - 1 + 1 ⇒ (8) + 7 - 1 + 1 = 152d6 + 5 + 3 ⇒ (5, 1) + 5 + 3 = 14


The Flaxseed Pathfinder Lodge

Ref: 1d20 - 3 ⇒ (17) - 3 = 14

Ash rolls a ball of fire into the ooze! Maaarv's bomb finishes it off as Garen's hammer hits the floor where the ooze once was!

Out of combat!

There seems to be little left in this room of any value.

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

Ash will cast guidance and detect magic and take a look around the area before taking a look at the door

Take 10 on perception for both of those: 10+12+1 = 23

Grand Lodge

Male Dwarf

Garen reels from his own blow as striking the floor numbs his arms temporarily. Shaking his arms to loosen it, Garen turns to the rest.
"Are we all ok?"

The Exchange

N Dwarf Ranger 9

"Took it down before it could do any harm." Little Foot responds. "Though what sort of monstrosity it was... Happy not to find out the hard way."

perception: 1d20 + 9 ⇒ (19) + 9 = 28, if it matters.

He will open the door when folks are ready.

Grand Lodge

Male Dwarf

Garen backs him up.


The Flaxseed Pathfinder Lodge

The party moves through the next door and finds a corridor that comes to a dead-end to the north but continues to the south with yet another door. This door seems to be locked.

The Exchange

N Dwarf Ranger 9

Locks are for other folks, but Theo can at least scope it out for the nonce... Perception: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22 (+2 more if its a stone door!)

Grand Lodge

Male Dwarf

Garen casts guidance! on Theo

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Farg presents a collection of handy tools but finds the lock rather complicated.

Disable Device 1d20 + 13 ⇒ (4) + 13 = 17

If that's not enough I'll try and take 10

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

Sorry, I posted yesterday, but my work computer has been acting funny lately.

Maaaarv offers up his services to help Farg open the door.

Disable Device (Aid Another): 1d20 + 8 ⇒ (20) + 8 = 28

But he didn't mean to show up the tiefling.

The Exchange

N Dwarf Ranger 9

Its a pick-off!


The Flaxseed Pathfinder Lodge

Even with Maaarv's help Farg is unable to open the lock the first time. Taking a breath and putting his mind to it, he is able to open it on the second try though.

A massive, arcane machine takes up the majority of this room, its various cogs, gears, and canisters nearly covering the southern wall and branching out toward the various other corners of the chamber. Tubes and pipes stretch like tendrils into holes in the badly weathered walls. The center of the room's ceiling has sunken in considerably, and reaches a height of barely fifteen feet in the center o the room.

As the party steps into the room, a large spider-like monster with an eerie, female elven face surrounded by a shaggy mane of fur crawls out from behind the machine, dripping saliva onto the floor as it shows its fangs to you.

gm rolls:

indarelle: 1d20 + 7 ⇒ (4) + 7 = 11
Maaarv: 1d20 + 2 ⇒ (18) + 2 = 20
Garen: 1d20 + 1 ⇒ (19) + 1 = 20
Theo: 1d20 + 4 ⇒ (10) + 4 = 14
Ash: 1d20 + 4 ⇒ (2) + 4 = 6
Vinnie: 1d20 + 2 ⇒ (5) + 2 = 7
Farg: 1d20 + 2 ⇒ (10) + 2 = 12

Initiative:

1. Maaarv, Garen, Theo, and Farg
2. Indarelle
3. Vinnie and Ash

Maaarv, Garen, Theo, and Farg are up!

DC 15 KN (arcana):
This is a magical beast known as a phase spider. They can jaunt and ambush from the Ethereal Plane to the Material Plane and also carry poison.

[ooc]I believe they made a mistake in this module, as it says that teleportation-like spells do not work in this chamber, which is why she is unable to attack from the Ethereal Plane like phase spiders normally do. But Ethereal Jaunt is supernatural and Ethereal Ambush is extraordinary so there is no spell-casting involved so she should be able to do it. But RAI they don't want her switching planes on you guys so I will play her tactics as written.

The Exchange

N Dwarf Ranger 9

Little Foot's eyes narrow in surprise, as the spider creature makes its presence known.

Once again taking advantage of quick reflexes, he moves as far as he can, to hopefully provide flanking opportunities for his comrades before the creature can react with what is probably a longer reach.

He has no clue what sort of creature it is, just that anything 'dripping poison' can't be good!

30' move, not sure if anyone will be able to flank yet, but should be a 5' step from it next round, if not. Then ready an action to attack once Farg and Garen go. (He might be flanking with one of them!)

Melee, PA: 1d20 + 8 - 2 ⇒ (18) + 8 - 2 = 24 (+2 more if flanking), for 1d10 + 11 ⇒ (3) + 11 = 14 damage.

Also, as its a new day, would it be possible for someone to have tried to identify that +1 Ring of Protection we found in the armory again? (Everyone failed the first time we tried) Seems a resource we could be utilizing.

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

Knowledge (Arcana): 1d20 + 12 ⇒ (2) + 12 = 14

"Muah! Man, whatever that thing is, I wouldn't get too close, Theo!" Maaarv calls out as he steps around and mixes up a Frost Bomb and tosses it at strange creature.

Ranged Touch Attack, PBS: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
Cold Damage, PBS: 3d6 + 4 + 1 ⇒ (2, 4, 5) + 4 + 1 = 16

DC 16 Fort save or be staggered for one round. Precise Bombs discovery keeps allies safe from splash damage.

Grand Lodge

Male Dwarf

"Another ugly monster..." Garen grumbles even as he moves to get into position.
Knowledge with monster lore (Arcana) 1d20 + 7 + 3 ⇒ (8) + 7 + 3 = 18

Hefting his hammer, he takes a mighty swing at it.
PA Long Hammer 1d20 + 7 - 1 ⇒ (13) + 7 - 1 = 192d6 + 5 + 3 ⇒ (2, 3) + 5 + 3 = 13

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Knowledge Arcana1d20 + 5 ⇒ (18) + 5 = 23

Careful the beast is poisonous! Farg calls out to his allies before moving forward and attempting to lodge his longspear into the creatures hideaous face.

Attack1d20 + 9 ⇒ (7) + 9 = 16 Damage 1d8 + 11 ⇒ (3) + 11 = 14

Activate Archaelogists luck.
Edit: Hmm just rolled 1d20+91d8s that didn't go as planned


The Flaxseed Pathfinder Lodge

Theo moves in and smacks the spider creature! Maaarv hits it with a bomb and Garen adds his own muscle against the beast! Farg uses his longspear to stay away from the poisonous creature and drives his spear straight through it! The creature crumples as it collapses on the ground.

Out of combat!

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

"Don't worry I'll be right there! I'll help......or maybe I won't...need to...anymore"

Ash will search the area, using detect magic and guidance
Perception: 1d20 + 12 + 1 ⇒ (17) + 12 + 1 = 30

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

"It's alright Ash - looks like we've got this taken care of. And nobody was poisoned!"

Maaarv adjusts his equipment as Ash searches the area.

"Anything interesting, Ash? Or do we need to go back to the room with the subjective gravitational field?"

Grand Lodge

Male Dwarf

"Looks like that creature is dead. Good."

Looking around at his companions,Garen is anxious to move off.
"Where too now?"

The Exchange

HP 71/71, AC 12, T12, F 12; F+7, R+10, W+12/18*, CMD 17; Init +6, Perc +0

"I am definitely impressed by the martial prowess of you folks. Remind me to contact you about some jobs a cousin of mine might need done." Vinnie grins as he steps out of his hiding spot to congratulate the others.

The Exchange

N Dwarf Ranger 9

Little Foot almost cracks a smile as the strange creature is defeated.

"We're working well together." He observes. "Though what manner of spider has the face of an elf?" He muses aloud, as he examines the dead monstrosity.

He will examine the strange arcane machinery with no clue as to its purpose. "This what those notes were talking about you think?" He asks. "The area with the strange gravity should be right over there." He says after a moment, pointing roughly southeast. "Anyone see a way this joins up? Or do we have to backtrack?"

He'll take a moment, along with Ash, to examine the southern and eastern walls to see if there's a hidden way to connect back with the other area.

Perception: 1d20 + 9 + 2 + 2 ⇒ (1) + 9 + 2 + 2 = 14

edit: wow... +13 and only get to a 14? =) Seems like solid stone to him!


The Flaxseed Pathfinder Lodge

Although the room is filled with many overpowering magical auras beyond Ash's understanding, there does not seem to be anything valuable in this room.

Theo looks for a shortcut back but, indeed, it seems to be solid stone and the party has to backtrack to the subjective gravity hallway where the grodair once again avoids you as you move to the next door, finding another curved room beyond with yet another door leading further out.

More in the morning!

Grand Lodge

Male Dwarf

"What kind of spider? Definitely an ugly one." Garen retorts even as he attempt to search the room for anything else unusual. Failing to find anything else in this room as Theo apparently found nothing, he keeps his eyes out for trouble in the next room.
Perception 1d20 + 10 ⇒ (13) + 10 = 23

The Exchange

male Tiefling Tomb Raider 7 Init +2 Perception +13, Darkvision, Speed 40ft HP: 54 AC: 21 (FF 21/T 13) (23 while raging) CMD: 21 HP: 48 AC: 20 (FF 20/T 12) CMD: 21 CMB: +9 BAB: +4 FORT: +7 REF +7 (+2 during rage) WIL: +5 (+2 during rage)

Well this place sure hosts a fine many dangers...Farg surmizes as the group moves on.

The Exchange

HP 71/71, AC 12, T12, F 12; F+7, R+10, W+12/18*, CMD 17; Init +6, Perc +0

"I wonder if the Nirmathans knew of this basement? Did the builders put the keep here to take advantage of the basement or to keep others from doing so?" Vinnie looks pensive.

Grand Lodge

Male Dwarf

"Both sides may not have thought about keeping some kind of zoo in here." Garen grumbles as he continues to move on to the next door.


The Flaxseed Pathfinder Lodge

Sorry, had a long 12 hour work day.

The party moves on to the next room, finding that the square chamber beyond is covered on all sides by strange canisters, chains, and metal tubes. Dusty statues and the shells of slumped-over constructs are lined up against the walls next to the strange apparatuses. As the party moves into the room, one of the constructs, in a dire state of disrepair, nonetheless remains mostly functional and moves to defend against the intruders!

gm rolls:

golem: 1d20 + 3 ⇒ (1) + 3 = 4
Maaarv: 1d20 + 2 ⇒ (11) + 2 = 13
Garen: 1d20 + 1 ⇒ (19) + 1 = 20
Theo: 1d20 + 4 ⇒ (17) + 4 = 21
Ash: 1d20 + 4 ⇒ (13) + 4 = 17
Vinnie: 1d20 + 2 ⇒ (3) + 2 = 5
Farg: 1d20 + 2 ⇒ (11) + 2 = 13

Initiative:

1. Theo, Garen, Ash, Maaarv, Farg, and Vinnie
2. Construct

You guys are up!

DC 16 KN (arcana):
This is a wood golem, although a badly weathered one that likely will not require adamantine to harm. It is still, however, vulnerable to fire and immune to any magic that allows spell resistnance except warp wood, woode shape, repel wood and similar spells.

Scarab Sages

Alchemist 8 (Grenadier) | HP: 45/59 [0] | AC: 28* | T: 17* | FF: 22* | Perc: +13 | Fort: +11* | Ref: +15* | Will: +5* | CMB: +8 | CMD: 23* | Speed: 30 | Init: +5* | 3/16 Alch. Bombs Left

Knowledge (Arcana): 1d20 + 12 ⇒ (19) + 12 = 31

"Folks, this here wooden golem is, well, made of wood. Just like a witch... so let's burn it!"

Maaarv dashes into the room as he shares his knowledge with his party. He then mixes up an explosive bomb and throws it at the golem.

Ranged Touch, PBS: 1d20 + 6 + 1 ⇒ (3) + 6 + 1 = 10
Fire Damage, PBS: 3d6 + 4 + 1 ⇒ (5, 4, 5) + 4 + 1 = 19

Character Folio Re-roll: 1d20 + 6 + 1 ⇒ (14) + 6 + 1 = 21
That's better.

Explosive Bomb:
The alchemist's bombs now have a splash radius of 10 feet rather than 5 feet. Creatures that take a direct hit from an explosive bomb catch fire, taking 1d6 points of fire damage each round until the fire is extinguished. Extinguishing the flames is a full-round action that requires a Reflex save. Rolling on the ground provides the target with a +2 to the save. Dousing the target with at least 2 gallons of water automatically extinguishes the flames.

The Exchange

N Dwarf Ranger 9

Heh, Maaarv really wants to burn something!

Little Foot has the pattern down by now. He quickly moves around the far side of the creature before it can get going, and then waits for one of his allies to flank it, before taking his swing.

30' move, then ready an action to swing once someone gets into a flanking position

Said readied attack:
Melee, PA, flank: 1d20 + 8 - 2 + 2 ⇒ (9) + 8 - 2 + 2 = 17, for 1d10 + 11 ⇒ (3) + 11 = 14 damage (minus any DR).

edit: oops, not a great roll, hopefully it will still be flat footed when the swing goes off

The Exchange

Male Gnome Druid 7 HPS 36/50 AC14/T13/FF11 CMD 13 Fort+7/Ref+4/Will+9 Init+5 Perception+15

"We have to burn it?!"

Ash walks forward and lobs a small bolt of fire at the wooden golem

To hit touch AC golem: 1d20 + 7 ⇒ (8) + 7 = 15 (using point blank and precise shot) Fire damage if hit: 1d6 + 3 ⇒ (6) + 3 = 9

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