Pixie Rogue's Shadowed Keep

Game Master Pixie Rogue

Shadowed Keep on the Borderlands

Map of the keep


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M Elf 4 Rogue

The Brazier is a good idea. Bose will nod and direct the prisoners to follow Kerkko's idea.


None from the NPCs. You also have two benches you can use as obstacles if you have a use for them. There is a hot brazier along the wall and several items of use for torture implements on the far table. I am picturing the tables set at angles to force anyone coming into the room into a single-file to enter the room. Is that what you have in mind?

I'm hoping to come up with a better map than the spreadsheet grid.


Lalandar wrote:

Say the first one was for Conn

[Dice=Sense Motive Blade] 1d20-2

Alfren
[Dice=Sense Motive] 1d20+3
[Dice=Sense Motive Blade] 1d20-2

Jorma

[Dice=Sense Motive] 1d20+3
[Dice=Sense Motive Blade] 1d20-2

Unto
[Dice=Sense Motive] 1d20+3
[Dice=Sense Motive Blade] 1d20-2

Results: Conn could care less one way or another about Jorma. Alfren is genuinely happy to see Jorma and Unto. Jorma truly hates Conn for some reason. Unto is very uncomfortable and hopes that they will just get along.


Bose Aufero wrote:
The Brazier is a good idea. Bose will nod and direct the prisoners to follow Kerkko's idea.

Jorma sneers at Conn and moves over to the brazier. "Here, guardboy, stretch that chain out and I will stoke the coals over it. Let's get it good and hot."


Jorma looks at Bose, "Here you go, that chain's about as hot as it can get. C'mere, lady, let's get yours heated up. Might burn your wrists, keep your hands as far out as you can."

Rolling over Bose' damage rolls. Remember that two-handed affords more damage, so each strike is good for one more point of damage. Even with the chain heated, it still takes them several strikes for it to break.

Two rounds to test and start heating the chain, four rounds to break Kerkko's. He takes the morning star from Unto at that point so they can start heating his and he and Bose start hitting Tigrise' chain. One solid hit from Bose and a second from Kerkko, and her chain parts.

After seven rounds, Kerkko and Tigrise are free. Unto aids Lalandar in moving a table and Conn and Alfren take the other, each take the two rounds to move. That leaves Lalandar and the others with five rounds of actions to arrange benches or get up to other mischief before Bose' tasks run out. You would be able to work to free Jorma while Bose frees Kerkko and they work on Tigrise. If so, roll damage for whatever you come up with to strike the chain - the rapier won't be very effective, unfortunately.

Alfren says, "The orc said to listen for his shout." He makes sure his crossbow is loaded and he stands with his ear to the door.


M Elf 4 Rogue

damage to manacles: 1d8 + 4 ⇒ (3) + 4 = 7
damage to manacles: 1d8 + 4 ⇒ (8) + 4 = 12
damage to manacles: 1d8 + 4 ⇒ (7) + 4 = 11
damage to manacles: 1d8 + 4 ⇒ (1) + 4 = 5

description of Bose for Tigris:
Bose has the distinctive tall and thin build of an elf, but the facial features betray a mixed heritage which is further marred by a old scar down one side of his face. He wears a constant sneer, which you initially thought was due to the scar, but after a bit you aren't sure is due to the old would after so much as his outlook on the world. As he moves about, you see several blade handles from under his cloak at varying angles which make it clear that he is used to violence.


Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

ASingle file was my thought, yes.


Female Half-Elf Druid - 4

Tigris looks up with warm expression Thank You for getting my chain off, I thought I would never escape.


Kerkko blushes furiously, his ears turning beet red. "Ah, it was the right thing to do. I can't take any credit - these folks, um," he turns away, "say, do you fellows need any help?"


M Elf 4 Rogue

Bose shakes his head chuckling as the Human stumbles away mumbling.

Looking to Tigris You are most welcome, and thank you for the aid as well patting his arm indicating his recogition of the Buff she bestowed which helped in breaking the chains.

It's about to get interesting, we should see if Ferrum had any luck raiding the Armory before our friends arrive

With that, Bose will walk into the front room once the humans are all free.


Female Half-Elf Druid - 4

Good Idea


Finally, a map is ready and populated!

By the time you hear Ferrum's bellow in the hall, the half-elf druid and two of the human men have had the chains for their manacles broken. The third man stands out of the way, looking around uncertainly.

You have two heavy wooden shields, two morningstars, and four javelins that Ferrum found somewhere before taking off again. Who will use those?

You should have an edit link to the map in your email. Your cast of characters: Ferrum is coming down the hall from the north. Three goblins (so far) are coming up the hall from the south. The young man at the door is Alfren, armed with light crossbow and flail and lightly armored. The man to his right is the prisoner Kerkko, unarmed and unarmored. Lalandar is to his right. North of Lalandar is the prisoner Jorma, unarmed and unarmored. South of Lalandar is Conn, armed with light crossbow and flail and lightly armored. South of Conn is Unto. Two squares to the right of Conn and Unto are Jaonos and Frenhir - I'm confident you will know which is the wolf. In the room to the south are five goblins, still chained to the wall.


M Elf 4 Rogue

Bose will hand the Druid a Rapier and continue to work on the chains of the third man.

With a wry smile he says

Take this, it looks like it is about to get a whole lot more interesting

The 2 free prisoners should take up weapons and shields. I am thinking tha twe try to make the most of this choke point by showing traffic with the shields and using the cross bows and javelins to make a mess of the door way, but I am open to suggestion.


Feel free to rearrange party members as you feel is appropriate. The two shackled guys won’t be able to sword-and-board, but they could two-hand a weapon or two-hand a shield bash. Only the third prisoner, Kerkko, got his shackles broken and indicates he is able to fight with weapon and shield. We’ve run out of time to free the others because they dithered about.

Feel free to discuss amongst yourselves.


Alfren stands at the door, listening intently.

Jorma grabs up one of the morningstars and positions himself behind one of the tables. He growls at Unto, "Take a shield. If one gets close to ya, slam the shield into it and push it toward me. Got it? Stand there!"

Kerkko takes up the other morningstar and tests its weight with a couple of practice swings. He steps back from Alfren to the end of the funnel next to Lalandar and nods at the elf before he turns to face the door.

In the hallway, you hear Ferrum bellow, "The door! Open the door!"

Alfren turns the latch and yanks the door open as Ferrum comes rushing through, a large striped cat intent on his tail. The screams of enraged goblins are clear. And close.

For Tigrise:
Kitty smelled you on Ferrum and chased him back here. Roll an attack for Kitty against Ferrum.


Female Half-Elf Druid - 4

KITTY BITE ATTACK: 1d20 + 3 ⇒ (13) + 3 = 16

If my notes on Ferrum are still right for his AC, he got lucky


I don't have his AC in hand, but you might be correct. If not, we will deal with damage later.

Does Tigrise wish to try to control her animal companion?


M Elf 4 Rogue

Sure, I will help her.


Ferrum yells, "GET THIS BEAST OFF OF ME!"


Female Half-Elf Druid - 4

KITTY DOWN!!!

handle animal: 1d20 + 12 ⇒ (9) + 12 = 21


When the half-orc runs into the room and stops because of the wall of tables and warriors, the tiger's attack is mis-timed and its claw scrapes across the man's armor but fails to reach flesh.

At the sound of its boon companion, its head whips around and it leaps across the table, shoving its way between Lalandar and Kerkko, who are too surprised to do anything about it. In a pounce, it bears the half-elven woman to the ground and licks her face.

Even as this is all happening, the clatter of arrows falling to the ground or hitting the walls can be heard behind Ferrum. As he catches his breath, he holds up his prizes. "Long sword, short sword, morningstar. And this looks like a druid's blade." He holds up a long curved blade of a darkened metal.

Kerkko claims a heavy wooden shield, a longsword, and two javelins.

Jorma claims a longsword, a short sword, and the remaining two javelins.

Unto takes a short sword and the second heavy wooden shield.


I want to borrow some rules from the new Pathfinder in this combat. I really like some of the things they've done, and their new action economy is one of them. Here's the highlights, ask if you have questions.

  • Characters and enemies have 3 actions per turn. Not standard actions vs move actions, just actions that can be used as you wish.
  • Everyone in this combat other than Kitty has a movement rate of 25' per action. Kitty has a movement rate of 30' per action.
  • First attack is at your normal bonus, second attack in the round is -5 and the third attack and any subsequent attacks are at -10. If you are wielding an agile weapon, the penalty is -4 and -8 instead.
    [ooc]
  • Casting a spell takes two actions unless it's listed as a free or immediate action, in which case it will be one action.

  • For Tigrise, directing Kitty takes one action. As a minion, Kitty gets two actions per round.


  • Kerkko hefts his new sword and grins, "Jorma, bet I drop more goblins than you do. Loser's buying when we get back to town." He switches the sword to his off-hand and takes one of the javelins. "Hold your fire until he's completely in the doorway, then hit 'em with everything you've got, boyos!"

    "Yeah, pretty boy? You think you can drop more of these little dung-eaters than me? You're on!"

    Unto stammers, "M-m-mister, you'd better get back here before they get here." Ferrum nods and slips through the gap to stand behind the table while Unto moves toward the door. They both hunch down so Conn can fire over them with his crossbow. Jorma does the same so Alfren can fire.

    Jaonos mutters, "Frenhir, heel." He draws forth his longbow and fits an arrow to the string as he says a prayer to Iluvitar. He glances over to Bose and gives him a grim nod.

    At this time, all of the NPCs have a readied action to pepper the first goblin through the door. What are the PCs doing? Waiting? Casting preparatory spells?


    Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

    I plan on casting ray of frost when I get multiple targets in the doorway


    Initiative
    Tigrise & Kitty
    Lalandar
    Ferrum
    Enemy
    Enemy
    Bose
    Enemy
    Kerkko
    Enemy
    Enemy
    Unto
    Enemy
    Jorma
    Conn
    Jaonos & Frenhir
    Alfren
    Enemy

    The heroes and their new allies wait for the first goblin to cross the threshold. And then combat begins.

    Everyone's readied action will fire at one of the two visible goblins in the order of initiative. If you have a ranged attack, please take it and I will distribute the pain appropriately according to what goblins are alive at the time of your attack. Go!


    Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

    Seeing the goblin, Lalandar will point his finger and whisper his spell shooting ice and cold wind through the figures.

    Ranged Touch Attack: 1d20 + 3 ⇒ (15) + 3 = 18


    Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

    Assuming hit..
    Icy Pain: 1d3 ⇒ 2


    Lalandar's beam of frost hits the goblin, turning a patch of his motley green skin a pale blue.

    Because that was a readied action, Lalandar is done until his turn next round.

    Ferrum swings at the lead goblin with his falchion.

    Attack: 1d20 + 8 ⇒ (10) + 8 = 18

    His blade seems sure to strike, but where it seems to make contact, there is a sudden burst of light and the blade rebounds, the goblin unharmed - much to the surprise of both Ferrum and the goblin. A miss.

    Bose is up if he has a ranged attack readied.


    M Elf 4 Rogue

    Bose was not readied, as he had been working on chains until the last second.

    He will draw and fire at the nearest living goblin

    Bow Attack 1: 1d20 + 8 ⇒ (12) + 8 = 20
    Bow Attack 2: 1d20 + 3 ⇒ (13) + 3 = 16

    damage 1: 1d6 + 1 ⇒ (2) + 1 = 3
    damage 2: 1d6 + 1 ⇒ (1) + 1 = 2


    Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

    On a complete side note, I'm excited to redo my spells after our next "rest"


    Bose' shot is a solid hit. (I told the player incorrectly that he had an action for a second shot.)

    Kerkko flings one of his javelins at the goblin, shouting, "Melee strikers, hold until they are in reach! Don't break the line!"

    Attack: 1d20 ⇒ 191d6 ⇒ 1

    As the goblin jumps aside from the hits by Bose and Kerkko, barely on his feet, Unto takes advantage and scores a hit across the creature's ribs, dropping it. Icon turned to indicate unconscious.

    Attack: 1d20 ⇒ 171d6 ⇒ 4

    The next goblin in line charges in over his comrade and more arrows fly.

    Conn crossbow: 1d20 ⇒ 202d8 ⇒ (2, 2) = 4 Critical hit!

    Jaonos longbow: 1d20 ⇒ 21d8 ⇒ 2 Miss

    Alfren crossbow: 1d20 ⇒ 131d8 ⇒ 5 Miss

    Conn hits the new goblin squarely, but doesn't manage to strike a vital organ and the creature remains on his feet.

    Seeing the room full of longshanks, the creature throws the shortbow in his hand aside and runs toward the target in the middle. With a shriek, it leaps at Lalandar, missing the magus with its rushed attack.

    Attack: 1d20 + 5 ⇒ (6) + 5 = 111d4 ⇒ 1

    Another goblin follows and follows the same tactic, attacking Unto. Unfortunately for him, he loses his grip on his handaxe and it clangs ineffectively off of Unto's shield - and behind the table out of reach.

    Attack: 1d20 + 5 ⇒ (1) + 5 = 61d4 ⇒ 1

    A third goblin pushes past his puzzled compatriot, who stands in the doorway staring at his now-empty hand, and climbs onto the table edge and tries to fire his shortbow into the scrum. Jorma's attempt to knock him back fails!

    Skill check to balance: 1d20 ⇒ 19

    Attack of Opportunity from Jorma: 1d20 ⇒ 12 Miss!

    Attack: 1d20 + 5 - 2 ⇒ (12) + 5 - 2 = 151d4 ⇒ 21d12 ⇒ 6 Penalty for balancing

    Amazingly enough, he is able to thread the arrow, by luck or by skill, through the group in front of him, only to watch the half-elf druid tilt her head as she sidesteps the shot. Did that creature just fire at ME?

    That brings us back to the top of the order - the surprise round was a bit broken up with all of the readied actions, but we will be attacking in the standard order now.


    Initiative
    Tigrise & Kitty
    Lalandar
    Ferrum
    Enemy (4 points down)
    Enemy (unconscious)
    Bose
    Enemy
    Kerkko
    Enemy
    Enemy
    Unto
    Enemy
    Jorma
    Conn
    Jaonos & Frenhir
    Alfren
    Enemy

    Stowing a ranged weapon is an action, as it drawing a melee weapon. As before, dropping a weapon is free. The javelin throwers have already disarmed themselves, but will have to draw their primary swords before they can attack.

    Top of the order - Tigrise/Kitty, Lalandar, and Ferrum, you're up!


    To reiterate, critical hits and critical fumbles are now strictly a function of the roll. A weapon with an increased crit range or a character with a feat impacting crit range, we will discuss as I don't want to cheat anyone, but the basic rule is beat the target by 10, it is a critical success (no roll to confirm), calculate your damage normally and double it - including precision damage like sneak attack. Miss the target by 10, it is a critical fumble and something negative might happen or it may simply be a miss.


    M Elf 4 Rogue

    Couldn't we just lower the threshold to account for those? If you have an increased range of 2, then you need an 8?


    Bose Aufero wrote:
    Couldn't we just lower the threshold to account for those? If you have an increased range of 2, then you need an 8?

    Actually, looking at other rules I haven’t tried to implement yet, most of the weapons involved have bonus damage on a critical. So rather than hitting more often, they hit harder. I think reducing the threshold would be a bit overpowering because I think you would hit a lot more. I need to look closer at those weapons.


    A rapier had the deadly d8 property, meaning it gains a d8 to the crit damage roll in addition to doubling the damage.

    Daggers don't get a deadly die, but have a critical specialization that a skilled wielder can utilize to give the target 1d6 persistent bleed, which could well be worse.

    Longswords don't get a deadly die, but have a critical specialization that a skilled wielder can utilize to knock their target off-balance, rendering them flat-footed until the start of their next turn. (Rapiers also get this critical specialization, so it sounds like a good choice for Bose.)

    I don't think anyone's going to be hurting from the changes to their weapon, to be honest.


    M Elf 4 Rogue

    fair enough, we will follow your lead


    Female Half-Elf Druid - 4

    Kitty will delay as she can't reach any baddies.

    Tigris will attack the closest goblin with her sling

    sling attack: 1d20 + 6 ⇒ (7) + 6 = 13
    sling attack: 1d20 + 1 ⇒ (4) + 1 = 5


    Between the allies standing in her way and the goblins' being unexpectedly hard to hit, Tigrise' shots fail to connect.

    A sling has reload 1, so next round, you will need to spend an action reloading before you can fire again. (I'm assuming you had a loaded sling in hand when the goblins entered the room.) Essentially, firing a sling is a two-action activity. Of possible interest, it is a Propulsive ranged weapon, meaning you aid half of your Strength modifier to damage rolls.

    Lalandar and Ferrum are up! I can provide new stats for Ferrum's weapon if you wish, Bose.


    M Elf 4 Rogue

    Please do provide the updated stats


    Bose Aufero wrote:
    Please do provide the updated stats

    Falchion traits: Forceful, Sweep

    Falchion Attack stats: +9 (1d10 + 3) slashing

    Falchion Attack with normal rage: +11 (1d10 + 5) slashing

    Falchion Attack with draconic rage: +11 (1d10 + 3) slashing + 4 cold

    He can cast shield or he can cast ray of frost with an attack bonus of +9 for (1d4 + 3) cold damage. Multiattack penalties apply here, so if you have attacked with the falchion first, the spell attack is at a -5.

    He can use intimidation to demoralize an opponent, which literally frightens them into poorer performance for a short time. Ferrum can do this as an action by glaring at a target, so they don't have to understand his language. His bonus for intimidation checks is +11. Success or fail, he can only do this to a particular target once per ten minutes.

    That's most of his pertinent abilities, I think, for the current situation.


    M Elf 4 Rogue

    Does intimdation count as a move action?


    It's just an action. He could intimidate and would still have two actions for his turn to attack or cast a spell with.


    Male Elf Magus (Bladebound) [HP 38, Fort +6, Ref +4, Will +5, CMD 19/16, Init +3, AC 16, touch 13, flat-footed 13, Perc +8]

    Do I still get my focus pool? Assuming I do, i will use a pt. If I dont, subtract one.

    With a goblin right in front, Lalandar focuses his might and takes 2 swings.

    rapier: 1d20 + 4 ⇒ (19) + 4 = 23
    rapier: 1d20 - 1 ⇒ (13) - 1 = 12

    The first one seems much more effective cutting because the goblin ducks back from the 2nd swipe
    damage: 1d6 + 3 ⇒ (3) + 3 = 6
    of course the first time a roll a crit threat, the rules change..


    That confirmation roll would not have confirmed, anyway. Either you get two attacks or a near-crit. Sorry.


    Ferrum roars and ignites his rage! (One action) Frost forms along the haft and blade of his falchion and he tries to swing through the goblin in front of Lalandar and through into his friend in the doorway.

    First attack: 1d20 + 11 + 2 ⇒ (18) + 11 + 2 = 31 (+2 because the goblin is flanked by Jorma, making him flat-footed to Ferrum's attack)
    Damage: 1d10 + 3 + 4 ⇒ (3) + 3 + 4 = 10 (+3 from strength bonus, +4 cold damage from draconic rage)

    Critical hit! Double damage!

    Ferrum's swing splits Lalandar's foe in half and the powerful swing continues through to...

    Second attack: 1d20 + 11 - 5 + 1 ⇒ (17) + 11 - 5 + 1 = 24 -5 because it's his second attack, +1 from the sweep trait of the falchion
    Damage: 1d10 + 3 + 4 + 1 ⇒ (4) + 3 + 4 + 1 = 12 (+3 from strength bonus, +4 cold damage from draconic rage, +1 from forceful trail of the falchion)

    The powerful follow-through almost kills the second goblin outright. Had he been injured before, he would be dead now!

    Thus ends Ferrum's turn. 1 round of rage spent.


    .
    .
    .
    .
    .
    Initiative
    Tigrise & Kitty Fired her sling while Kitty waits
    Lalandar Enchants his blade and attacks
    Ferrum Rages and attacks twice
    Enemy (Dying)
    Enemy (Dying)
    Bose
    Enemy Down 12 points
    Kerkko
    Enemy
    Enemy
    Unto
    Enemy
    Jorma
    Conn
    Jaonos & Frenhir
    Alfren
    Enemy


    M Elf 4 Rogue

    Bow Attack 1: 1d20 + 8 ⇒ (12) + 8 = 20
    Bow Attack 2: 1d20 + 3 ⇒ (8) + 3 = 11

    Damage w/Bull Strength: 1d6 + 5 ⇒ (5) + 5 = 10


    Bose's shot capably finishes what Ferrum's sword had begun

    Kerkko draws his second javelin and calls out to Jorma, "You good? You got this?" The bluster of Jorma is undimmed and he doesn't even really reply, making some noise sounding like "Pfft," but doesn't take his eyes from the table-riding goblin. Kerkko nods, "Thought so." He raises his shield and readies an action to throw his javelin when the next goblin enters the doorway.

    More to come.


    The goblin balanced on the edge of the table laughs maniacally and attempts to fire his bow into the allies once more.

    First he must balance: 1d20 ⇒ 3 Fail
    Which way does he fall: 1d6 ⇒ 5

    The goblin's feet slip out from under him and he lands next to the table. Standing, he fires his shortbow at the closes longshanks, Jorma.

    Attack of Opportunity from Jorma: 1d20 ⇒ 6 A miss!
    Damage: 1d6 ⇒ 1

    With his last action of the round, the goblin draws back and fires.
    Attack: 1d20 ⇒ 16
    Damage: 1d6 ⇒ 1

    The aim is true, but the arrow only grazes the human Jorma, drawing blood across his cheekbone as he jerks his head back.

    Two more goblins charge into the room with a shout waving their handaxes. As the first crosses the threshold, Kerkko lets fly his last javelin. Unfortunately, in his haste, the throw is wide. The creature continues forward and attacks Kerkko in retaliation, but misses both times.

    Javelin: 1d20 + 6 ⇒ (7) + 6 = 13

    Goblin handaxe vs Kerkko: 1d20 ⇒ 61d20 ⇒ 6

    The other goblin stops and attacks Unto. His first attack thwacks into the wooden shield carried by Unto, but the second cuts underneath and strikes the man's leg.

    Goblin handaxe vs Unto: 1d20 ⇒ 61d20 ⇒ 15

    Damage: 1d6 ⇒ 4

    The wounded man lashes out with his short sword twice before raising his shield in defense.

    Attack: 1d20 ⇒ 11d20 - 4 ⇒ (6) - 4 = 2 He is using an agile weapon, a short sword, so the second-attack penalty is reduced. Sadly, with rolls like that, it just doesn't matter.

    Another goblin appears in the doorway and fires his shortbow twice at Unto. Fortunately for Unto, both arrows thunk into the shield and he is spared further injury for the moment.

    Attack: 1d20 ⇒ 41d20 - 5 ⇒ (12) - 5 = 7

    An enraged Jorma uses the javelin in his hand to lunge repeatedly at the goblin that shot him, but his fury makes his strikes inaccurate and the goblin taunts him as he dances aside.

    Attacks: 1d20 ⇒ 81d20 - 5 ⇒ (14) - 5 = 91d20 - 10 ⇒ (6) - 10 = -4

    Conn reloads his crossbow, fires, and reloads again. In his haste, the bolt flies high.

    Attack: 1d20 ⇒ 5

    Jaonos takes a deep breath and with a prayer on his lips, lets fly repeatedly with arrows, but his efforts are no more effective than Conn's.

    Attack: 1d20 ⇒ 61d20 - 5 ⇒ (8) - 5 = 31d20 - 10 ⇒ (4) - 10 = -6

    Alfren reloads his crossbow, fires, and reloads again. His shot hits the goblin menacing Unto in the shoulder and it screams in rage.

    Attack: 1d20 ⇒ 191d8 ⇒ 3

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