Red Hand of Doom [E6] (Inactive)

Game Master Aldizog

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That's a good question. I will ponder it if you end up with the gauntlets. At the very least the +2 Str bonus would help on the checks.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

I vote he gets the gauntlets!


I should point out that the non-standard slots won't matter as much in this game, since many things will be custom going forward. Don't need to worry about occupying the neck slot since you don't have the expectation of going to a store and buying an Amulet of Natural Armor.

You will find some items in loot drops (many of which I will re-tailor to fit the party), some custom-crafted for you by NPCs (or PCs if you have the downtime), and maybe some empowered by plot events.

As I'm thinking of how to replace some of the loot drops with stuff more tailored to the PCs, you can consider sending me a PM with the general gist of what capabilities you'd like to acquire or improve. With crafting you can obviously be more specific.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I think Bran is fixed on returning the phylactery after resting and restocking at Starsong Hill.

It seems to be an important item for us, though if you're opposed to returning a phylactery to such a creature he will understand.

Also how would you all like to divide up the gold and loot and such? I think it would be a good idea to get ourselves some wands and potions of fly. We seem to have a large issue with airborne creatures so I'll put my share toward arming us for the air (and grabbing a Lesser restoration potion to have in case of emergency).

I still would like those gauntlets <3
As for the armors and such, he has a +1 Mithral Breastplate he wrestled a hydra for so he will pass on anything there. He has a Ring as well so someone else can enjoy this swamp-smelling one.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Returning the phylactery to whom? Gaius doesn't know anything about it but it seems more like something that should be destroyed than returned...

As for loot Gaius is fine. I'd be happy with the cloak if no-one else wants it but its not a big worry.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

There we go! Bran caught you up a little.
I completely forgot that you didn't start this scrap knowing the stakes.

Just goes to show how seamless you jumped in I think.

Ask away though, I love chat scenes after long battles.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

I seem to be managing a Loot Table whose accuracy I am uncertain of. Is there really a Headband of Intellect, Belt of Constitution, and a Pearl of Power (2nd) sitting around? We really need to get to a town where we can sell all this stuff and I can clean up the accounting. And if loads are becoming an issue, we should sell/donate some things to the elves.

Here are the major items I see that need assignment, along with some proposed assignments.
Headband of Intellect +2 - Tal'ariel. (What skill does it confer?)
Belt of Constitution +2 - Bran
Pearl of Power (2nd) - Hamailii
Gauntlets of Ogre Power +2 / Spiked Gauntlets +1 - Bran
Boots of Striding and Springing / +2 Dex - Tal'ariel
Cloak of the Hedge Wizard (Abjuration) (Permanent +1 Resistance) - Gaius
Spellguard Bracers - Hamailii

Please feel free to debate any of these suggestions. My goal is to strengthen the party as a whole.

*Edit* - Thanks for fixing that. I agree the departing characters should keep their items.


The headband of Int went to Seltazar.
The belt of Con went to Mikail.
Pearl of Power went to Thom, I think.

Because new PCs are coming in equipped, we aren't presuming that the departing ones left all their gear behind.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Thanks for the cloak! Muchly appreciated :) Now I hopefully won't get charmed into trying to mince you lot! :D

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Certainly wouldn't mind another pearl of power, planned to get more of those, so i can support the party better.
Not sure if i need the spellguard bracers, not sure what they do.


Hamailii D´Arquetai wrote:

Certainly wouldn't mind another pearl of power, planned to get more of those, so i can support the party better.

Not sure if i need the spellguard bracers, not sure what they do.

Sorry, was kind of stumped on what would benefit Hamailii. She has pretty good gear already with no clear gaps.

The Spellguard bracers give +2 on checks to cast defensively, and three times per day you can roll the check twice and take the better result.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Yes Hamailii is fine on magical items, everyone else can go first there at the moment.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

GM i sent you a PM with some thoughts on Hamailii, the red dot notice function doesn't work at the moment, so you might not see that.


I'll move this along tonight or tomorrow with the presumption that you are all going back to Starsong Hill to report and rest.

Hamailii can use her any-spell for another Water Walk, which would be necessary at this point.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Quick question I don't get. The Red Hand came to Rhest looking for something, right? So is it the phylactery they found? Or does it turn out they came here to hide the phylactery?


Oh yes, I almost forgot. The other thing.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Took Greater Grapple.
It's such a core piece to the build that I would like to have it on hand despite being able to Flex it.


Hey all,
A good friend of mine has expressed interest in joining the game. We go back to the Red Box days.
I don't think he's done a lot of PF or PbP, but I think he'd be an asset. He's smart and strategic and a good role-player, even if he doesn't (yet) know this system that well.
Would you be okay with me bringing him in?
And if so, what classes would you suggest? He's open to whatever is needed. I was thinking of suggesting wizard.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

Maybe Arcanist? I feel the flexibility is easier to manage in PBP and might be easier in the system than a Wizard for a new system user.

Also of course they can come on board!


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Yes, definitely! Arcane caster is good. I think a Pathfinder Wizard is pretty familiar as far as classic classes go, but really any arcane caster is appealing.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

I'd second Arcanist over Wizard, particularly with quick study its a lot easier to manage their spell lists and not get left with all the wrong spells prepped.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

If no one wants the rapier, Bran would want to gift it to Trellara after the events at Rhest. Even if she doesn't use it, I feel an elven blade like that probably belongs more in her hands.

Thoughts?


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Sounds good to me!


You're also going to save a lot of time now that you have the owls.
As you can tell from the gameplay post, there were a number of things you could do to positively influence the Tiri Kitor, and if you did well enough they'd lend you the owls. Your politeness and getting various NPCs to Helpful or Friendly went a long way.

I know Hamailii wanted to retrain some feats. That could be done in RP as a day or two spent at Starsong Hill in reflection and training.

Bran, although he has never used his teamwork feat, still has it on his sheet - training with Gaius to switch it for Outflank could be very useful. And the bonus is that once Bran has it, it's shareable, so Tal'ariel can get in on the Outflank action.

Tal'ariel, I'm going to say that the Greater Bond epic feat would allow you to count as CL6 for determining the abilities you can add to your sword (like making it +2), and the Intrinsic Bond signature feat would let you count as CL 8, so you could add Agile or Bane. I do know that caster level requirements for creating magic items are unclear and inconsistent. I think in this case it is reasonable to apply it as a requirement. Note that at the moment, you could spend time at Starsong Hill with cooperative casters (or just good Spellcraft checks) to add properties of CL5 like Limning, Thundering, or Throwing (there are probably a lot more).

Gameplay post tonight.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Tal, can you enchant weapons? My katanas would be very happy for a little more love? :)


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

I'm not sure I understand the discussion of crafting. Tal'ariel doesn't have any crafting feats. Unlike Hamailii, who does. So I don't think Tal'ariel can really add any enchantments to anything, unless there's a special exception for enchanting one's own bonded item.


Yes, you can add enchantments to your bonded item as if you had the requisite feats.

"A wizard can add additional magic abilities to his bonded object as if he has the required Item Creation Feats and if he meets the level prerequisites of the feat. For example, a wizard with a bonded dagger must be at least 5th level to add magic abilities to the dagger (see Craft Magic Arms and Armor feat)."


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

There is - you can buff it as though you had the feats required. :) That might explain it!

Also Tal, can you respond to my Adolina question? I'd like some feedback on the idea.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Oh! Got it, that helps a lot!

So in that case, is the idea that I could get a +1 Cruel bonded weapon for the cost of 4,000 gp, some time, and some help from fellow casters?


You currently have a +1 sword (crafting cost 1,000). With its base +1 and another +1-equivalent enchantment, it would count as +2 for cost purposes, making it crafting cost 4,000. So the difference is 3,000 gp.

Then later on making it +2 would cost 5,000 gp.
Adding Bane or Keen after that would cost 7,000 gp.

For the loot list: don't forget all the stuff from the discussion thread here.

I am happy treating the item enchantment process as something like what Eberron's artificers can do. You can sacrifice items to gain half of their cost in magical power to add to the item you are enchanting. Rather than going to a shop, selling the stuff for half price, and then buying that amount of magical components. It works out the same, just avoids the magic stores.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Cool. I'll have to think about that. I kind of think there will be better ways to spend gold at this particular moment, but I could be wrong.

Also, thanks for catching that missing loot, going to add that now. Here are some highlights of that loot, who wants these:

+2 Mithral Chain Shirt
+1 Cloak of Resistance
+1 Ring of Protection
+1 Amulet of Mighty Fists


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Does anyone want the AoMF, or could I give it to Flame?


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I'm fine with it going to Flame.
Bran doesn't use unarmed attacks often.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

How much gold did we receive again?
Anyone any wishes for spells or scrolls?
I think i might try to cast a wand of searing light or something like that and would look out for some more buffing spells.


You have a total of 2,000 gp in potions (up to Clr3/Drd3, and up to CL6) and 1,000 gp in Clr spells (up to Clr3 and CL6) to pick from. Assume those are things the elves have or can craft.

From your loot you have a good amount of materials that Hamailii could use for crafting. Loot Table. The time required for crafting is probably more of a constraint than the gold. What do you hope to craft?

Searing Light could work; it isn't any more damage than Scorching Ray against most foes (3d8 vs 4d6) but does somewhat more to undead (6d6 or 6d8) and is untyped so it ignores fire resistance.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Would we be able to unload our loot in town in exchange for gold? I can then tell us what we have in terms of gold, and pass out any items we've been holding as a group. It seems like we're using this break to gear up and level up.

I second Bran's suggestion for Potions of Fly. We need to get our fighters airborne to fight dragons.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

I have fly as a spell, but third level spells are limited.
Might be a good wand as well at some point.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

Potions are nice so that Bran and I don't have to wait for the casters before we get air-bourne. Air-walk is another option with a nice duration...


Air Walk is not an option in P6.
Neither Sellyria nor Illian have Fly on their spell list, so cannot make potions of Fly. Drd3 or Clr3 spells, remember.

The elves of the Blackfens could trade items for magical crafting components, but don't have a lot of gold. You may have better luck in Brindol.

Also: I'm traveling through Sunday, so may be a bit slow with the gameplay posts. Will do my best.


As to flying, you do now have Giant Owl mounts.

If you want to retrain any ranks to Ride, this is the opportunity to do so.


HP: 22/25 | AC: 16 (t:13, ff:13) | CMB: 2, CMD: 15 | F: +3, R: +7, W: +4 | Init: +5 | Perc: +9 | Speed 30ft |Rapier: +6, d6+3, 18-20x2. | Panache 4/4, Inspiration 7/7 | Lvl 1 3/3 | Active:

2 ranks retrained into ride.

Bran, up for a little training scene to give you Outflank?

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

I would like to retrain combat reflexes to Epic Caster and a skill point to ride i guess.
Let's see about the crafting.


HP 59/88 - AC 27 (T16, F23, -3 Buckler, -2 Rage) - CMD 26 (+4 v. Grp, +2 v. Trp) - F+15, R+10, W +6 (+2 Fear) - Init +4 - Per +11 - LLV, DV 60' - Rage 13/16 - AR 8/8 - Flex 1/7 - Res Cold/Elec 5 - DR 1 - Insp 6/11

I'm fine with a few days, but anything more and he will be getting antsy and want to move out.


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

In terms of potions, I'll take a good old Potion of Cat's Grace, and a Potion of Feather Step.

I don't think I need to retrain, but we all gain a feat now, right? Tal will take Epic Caster to gain spells as a 4th level Wizard. Does that come with the opportunity to learn two new spells?


Yes Tal, you get your two spells for leveling.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Epic Caster counts on spells that way? Didn't realize that. That would mean i get some more spells as well?


Female Half-Elf Rogue 1 / Wizard 4 / Inner Sea Pirate 1 / Arcane Trickster 1 | HP 66/66 | AC:21(vs evil)/19 T:17/15 FF:16/14 CMD:19/17 | F+5 R+12 W+8 (+10 vs enchantment) (+2 bonus vs evil) | Init+13 | Perc+15 (+16 vs traps) | Mage Armor

Great! I added Bull's Strength and Create Pit to my spellbook.

Hamailii--it doesn't really matter for clerics since they know all spells, right?


Greater Spell Casting: "Add an additional 3rd level spell per day to your spell allotment. A Cleric or Druid with Wisdom 14, or higher or Wizard with Intelligence 14 or higher, may use this daily spell slot as if it were 4th level for purposes of using metamagic feats, or as if it were subject to Heighten Spell if no metamagic feat is being used on it (even if the caster does not possess Heighten Spell).
A Cleric or Druid with Wisdom 18 or higher or a Wizard with intelligence 18 or higher may take this feat one additional time for each bonus 4th level spell they would qualify for based on their ability.
Additionally, a Cleric, a Druid with a domain, or a nonuniversalist Wizard may also take this feat an additional time with the granted spell per day being restricted to that domain or school."

Epic Casting: "A Cleric with this feat also receives an additional first level spell per day and their channel energy increases to 4d6." Or 3d6 in Hamailii's case.

So with both of these, Hamailii would have the 3rd/4th level slot (which does not grant 4th-level spells, but a Heightened or otherwise metamagic spell of 3rd level or lower), and also an additional 1st-level slot.

Because Tal'ariel is multiclassed, and the P6 Codex is not written for such characters, I have decided that she can take Greater Spell Casting to get spells per day as a 4th-level wizard, and Epic Casting to get spells per day as a 5th-level wizard. As I've said, I'm willing to be flexible with the Epic feats.

Also: I'm still going through the old Gameplay posts to figure out which day we're on in terms of the Red Hand plans. I thought I had done that before but can't seem to find my notes. Should be ready to move things along by Sunday if not before.

Lantern Lodge

Female Elf Cleric 6 AC 17/13/14 | hp 12| F +3, R +5, W +4; +2 vs. enchantments | Immune sleep | Init +3 | Senses darkvision 60 ft., low-light vision | Perception +9

Limited posting abilities over the weekend.

Mh so i get only 3d6 out of it? Is that a ruling you make?
One thing i really hoped for is that 4d6 there.

If i understand it right, i could take greater spellcasting again 2 times to get additional spell slots?
That's very attractive actually, even if it's only tied to the domain spells one time.


The P6 Codex was written without regard to multiclassed and archetypes. So Epic Casting increased a cleric's channel by +1d6, to 4d6.
Your archetype trades out 1d6 of Channel for that very useful bonded item. So your Channel is 2d6. And 3d6 with Epic Casting. Otherwise you'd get that bonded item benefit for nothing.
I'd be okay with another feat later to increase it another 1d6, but Quick Channel might be a better option to do a lot of healing rapidly.

A bonded item for the value of a feat is a really good deal.

Correct on the spell slots.

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