Rd Sun's Reign of Winter

Game Master JankInTheTank

Reign of Winter AP, starting at level 1
Loot Sheet

Maps and Info


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RoW Maps

ok, great. I haven't actually played with a witch in the party before, I wasn't sure what it might look like.

Grand Lodge

Female Half-orc Shifter(Weretouched) 1
Vitals:
HP:12/12 AC:17=10+(2Dex,4Armor,1shield) Fort:4 Refl:4 Will:2 CMD:16 CMB:+4 BAB:+1

Yeah, I'm more than sure the huge cauldron you see witches in media using would weigh somewhere around 50lbs empty...


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Wow! First combat! First bullet! Excitement! Cheer! Go go party! :D

The player's guide define some rules for walking in the snow. Are they applicable here? Is the road clear enough so we can 5 ft step over it?


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RoW Maps

I will be sure to point out when environmental hazards begin. this area has snow on it, but this is the edge of the area that has been affected by the weird weather. the snow here is just barely covering the ground and so gives no penalties to movement.


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RoW Maps

three things real quick for combats:

1. be sure to specify which creature you are targeting, especially when there are multiples of the same kind of creature. Either by base color or location.

2. I'm not trying to rush you Graedra by posting again before you got a chance to post. I will interject extra GM posts into combats pretty often, usually to give the result of an enemy needing to make a save, an enemy going down, etc. the party moves pretty much simultaneously in PbP, and it is good to know if something another player did might affect your choices.

3. I really love the stat tracker at the bottom of combat posts. My GM in my Jade Regent PbP started it and it is super helpful. I'll keep track of any damage or effects I think are on each of you (but please track in your own headers as well!). I will also track the info you know about enemies.

there are 3 stats on the tracker that will get filled in as you fight. the HP section will show how much damage the creature has taken. if there is a '?' it means some sort of DR/resistance is in play. so the red zombie is showing 19? damage, not all of that went through.

The second field shows AC. no, the blue zombie doesn't have a whopping 20 AC. this field will show the lowest to-hit that succeeded against the creature already.

Status is pretty obvious, any effects you guys lay down on them will be shown there, with a duration if one applies. can also include dead/dying

If you all feel that this thing is more trouble than it is worth let me know, but as a player I have liked it a lot


Inactive

The stat tracker is incredibly useful.

Grand Lodge

Female Half-orc Shifter(Weretouched) 1
Vitals:
HP:12/12 AC:17=10+(2Dex,4Armor,1shield) Fort:4 Refl:4 Will:2 CMD:16 CMB:+4 BAB:+1

Sorry about the delay with my post, was distracted yesterday, teusday is the day my RL group meets up and I had to introduce a couple of noobs to the Shadowrun system...


Male LN Orc Lost & Alone Fighter 4 | HP: 56/56 | AC: 22/24 l F: +9, R: +9, W: +9 | Per: +9 | Initiative: +0 | Movement: 25 l Hero Points: 3 | Class DC: 20 | Condition: None| Explore Activity: Scout

Shadowrun is so much fun. I despise running it though.


Inactive

The only way to play is to run it. How else are you ever going to see Delta ware?


Male LN Orc Lost & Alone Fighter 4 | HP: 56/56 | AC: 22/24 l F: +9, R: +9, W: +9 | Per: +9 | Initiative: +0 | Movement: 25 l Hero Points: 3 | Class DC: 20 | Condition: None| Explore Activity: Scout

Nah, trying to keep in mind combat rules, hacking rules, and magic rules all at the same time is too much work for me. My brain gets tired from it real fast. Doesn't help that most of my players do minimal reading so I can't rely on their support for knowing the rules.

That being said, I haven't touched the newest edition yet so I have no idea how good or bad it is.

Grand Lodge

Female Half-orc Shifter(Weretouched) 1
Vitals:
HP:12/12 AC:17=10+(2Dex,4Armor,1shield) Fort:4 Refl:4 Will:2 CMD:16 CMB:+4 BAB:+1

well im using 4E shadowrun, and honestly with that edition, once you get past character creation then the game is mostly RP.


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Well, we survived to our first combat with losing one healing pot (thanks Letita for that one).

Samuel cannot use medium armor, but if there is someone in the group interested, I think it will be a good thing taking that Taldan breastplate with us too.


RoW Maps

Yes, you guys handled that combat very well. Table 2 is still in the middle of their first combat. 2 zombies are still up, and one party member just went into negative HP...


Male LN Orc Lost & Alone Fighter 4 | HP: 56/56 | AC: 22/24 l F: +9, R: +9, W: +9 | Per: +9 | Initiative: +0 | Movement: 25 l Hero Points: 3 | Class DC: 20 | Condition: None| Explore Activity: Scout

go go Nature Fang and animal companion! I'm expecting to get my face stomped in in a little bit though, for sure. Thankfully, Endurance will help with this section some.

Grand Lodge

Female Half-orc Shifter(Weretouched) 1
Vitals:
HP:12/12 AC:17=10+(2Dex,4Armor,1shield) Fort:4 Refl:4 Will:2 CMD:16 CMB:+4 BAB:+1

Well, I bought snowshoes, justifying them by stating I'm VERY on the move, coming from thw mountains in the north, I thought it only logical...

I'm not impeeded as much by the snow, but you all are. Seeing that it will be an issue to fire ranged weapons, I'm willing to go back.

As for medium armor, I'm limited to the druid's armor limits. Nothing made of metal, up to medium.


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HP: 54/54, 4 thp, AC 18 t:13 ff:16, f+6 r+7 w+8; Resist Cold 5; Perc +15, init +2, Fly 8/9, Active:

Okay, I know it's just a autocorrect error, but Greadra's "lingerie scent of zombies" is just too funny.

That would have made the fight against the vile undead waaaaay more disturbing.

Grand Lodge

Female Half-orc Shifter(Weretouched) 1
Vitals:
HP:12/12 AC:17=10+(2Dex,4Armor,1shield) Fort:4 Refl:4 Will:2 CMD:16 CMB:+4 BAB:+1

Yeah, it turned lingering into lingerie, haha


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

So what Alec and Baradim think of the chest? If someone else says to leave it be, it will be enough to convince Samuel to not take the risk of it being a trap.

I got a high Perception roll, but I usually like to take 20 before opening such kind of containers. Also when opening doors in a dungeon, unless the group is pressed of to move through. Which brings me the doubt of how do you want to manage those things.

Locked/trapped doors and chests tend to consume plenty of time in PbP for something not very exciting. I have seen all kinds of approaches. From assuming take 20's or take 10's before opening such things, to let the GM do the Perception rolls when they are needed, or even the Disable Device checks so the group is not waiting a couple of days of GM and trapper messaging back and forth waiting for each other rolls and feedback.


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Male LN Orc Lost & Alone Fighter 4 | HP: 56/56 | AC: 22/24 l F: +9, R: +9, W: +9 | Per: +9 | Initiative: +0 | Movement: 25 l Hero Points: 3 | Class DC: 20 | Condition: None| Explore Activity: Scout

I'll have a post up later tonight, got my own game to run for tonight!


Inactive

To me the bigger question is about scouting and sneaking. Most dungeon crawls or trap searching live or die by the scout's posting in PbP. I don't think you can take 20 when looking for traps due to the risk of failure.

Alec can handle traps from a mechanic stand point but from a character development aspect, he's not ready for that. I really want to explore an evolution of an ordinary man stepping into something more, someone drawn into something bigger than themselves and forced to grow.

Alec hasn't fought anything other than animals so a lot of what he does will be a learning experience. A lot of encounters with things will be his first time.

He's also somewhat withdrawn. While capable of performing as a forward scout, he's pretty much just following along right now.

Grand Lodge

Female Half-orc Shifter(Weretouched) 1
Vitals:
HP:12/12 AC:17=10+(2Dex,4Armor,1shield) Fort:4 Refl:4 Will:2 CMD:16 CMB:+4 BAB:+1

Greadra is the type of person to always be wary, having been ambushed more than once, she sees a chest juat sitting there and imediately gets the ambush chills.

If you can't post, Greadra covers most of the scout problems, with almost similar levels. I just don't have danger sense.

I can track, spot, and sneak... With the usual armor issues. By the Faith, I really need a better suit of armor. The first moment we come across some good light armor, greadra is gonna pounce all over that. I value stealth quite a bit, even jf I don't have sneak attack, thw ability to attack first as a suprise is always better...


RoW Maps

Sorry for the delay in posting. I may not be able to make a full post today. I'm in mobile and it is real hard to do a GM post like that.

For trap finding perception rolls I don't allow taking 20, because a failure will often trigger the trap.

I will usually roll perception for the group when entering a new area, unless someone is ranging ahead.

Grand Lodge

Female Half-orc Shifter(Weretouched) 1
Vitals:
HP:12/12 AC:17=10+(2Dex,4Armor,1shield) Fort:4 Refl:4 Will:2 CMD:16 CMB:+4 BAB:+1

Ah, what a waste of 2 Nat 20's in a row :P


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

At this point recovering a few extra hit points savors as good as a confirmed critical :)


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Wow! That's an incredibly difficult level 1 adventure.

The Tatzlwyrm could have killed anyone of us with his pounce ability (pounce and constrict are brutal abilities). No need for bad luck critical, just a couple of good rolls with his three attacks and Samuel (or anyone else in the group) would be dead.

Now we have three creatures able to fly. With the snow storm it would be nearly impossible for any level 1 archer to hit one at a distance. And in addition they can use the most combat breaking level 1 spell in the game, the color spray. Being three the odds of a TPK are very high for most tables, unless the group counts with very high Will saves or the GM is very good at knowing when to break.

This is going to be very tough o_O


Male LN Orc Lost & Alone Fighter 4 | HP: 56/56 | AC: 22/24 l F: +9, R: +9, W: +9 | Per: +9 | Initiative: +0 | Movement: 25 l Hero Points: 3 | Class DC: 20 | Condition: None| Explore Activity: Scout

The XP will be super worth it. I had heard that the beginning of Reign of Winter was exceptionally brutal.

Grand Lodge

Female Half-orc Shifter(Weretouched) 1
Vitals:
HP:12/12 AC:17=10+(2Dex,4Armor,1shield) Fort:4 Refl:4 Will:2 CMD:16 CMB:+4 BAB:+1

Well This game is Infamous for being hard. And I know why...

A group of zombies, the Tazlewurm, And fey... Ugh.

I do believe this where it's morale system comes into play. Most of the creatures flee after half of them are dead and such. It might be a good idea just to focus on one or two of them, pick them off one by one.


Male LN Orc Lost & Alone Fighter 4 | HP: 56/56 | AC: 22/24 l F: +9, R: +9, W: +9 | Per: +9 | Initiative: +0 | Movement: 25 l Hero Points: 3 | Class DC: 20 | Condition: None| Explore Activity: Scout

Oh! Greadra! You could pick up and use Baradim's falchion! You're a half-orc too and that would cut through their DR (hopefully)

Grand Lodge

Female Half-orc Shifter(Weretouched) 1
Vitals:
HP:12/12 AC:17=10+(2Dex,4Armor,1shield) Fort:4 Refl:4 Will:2 CMD:16 CMB:+4 BAB:+1

Yes, the only thing in my way is my shield, which can always be used as a throwing weapon.

Then I might want to invest into a Greataxe.


RoW Maps

This AP has definitely earned a reputation for being brutal at early levels. the entirety of level 1 is a series of tough encounters that could potentially kill a player if the dice swing much off of the average. Once you hit level 2 things start feeling a bit better, but the difficulty is still higher than other APs.

It's a tough balance. I am running a RL Curse of The Crimson Throne game right now, and my players were getting bored with the encounters in book 1. most of them are against core race fighter x/ rogue x npcs with plenty of time to rest between events. This one has you jumping from monster to monster with very few simple combats. I'm not sure which is better. I personally enjoy that this AP has so many interesting enemies, but I know it is tough on the players...


Male LN Orc Lost & Alone Fighter 4 | HP: 56/56 | AC: 22/24 l F: +9, R: +9, W: +9 | Per: +9 | Initiative: +0 | Movement: 25 l Hero Points: 3 | Class DC: 20 | Condition: None| Explore Activity: Scout

We will see how the dice treat us. Here is hoping we'll get some good rolls in at least. :D

Grand Lodge

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Female Half-orc Shifter(Weretouched) 1
Vitals:
HP:12/12 AC:17=10+(2Dex,4Armor,1shield) Fort:4 Refl:4 Will:2 CMD:16 CMB:+4 BAB:+1

Hard encounters means more Exp means faster leveling.

Grand Lodge

Female Half-orc Shifter(Weretouched) 1
Vitals:
HP:12/12 AC:17=10+(2Dex,4Armor,1shield) Fort:4 Refl:4 Will:2 CMD:16 CMB:+4 BAB:+1

Also, To awnser your question about being able to to use a sling: yes... But my weapon limits are stupid. Can't even swing a mace(aka the metal club) around.


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

I guess it's some kind of druidic code.

The snow in the ground prevents us from charging, isn't it?


RoW Maps

yes, the snow makes it all difficult terrain


Male LN Orc Lost & Alone Fighter 4 | HP: 56/56 | AC: 22/24 l F: +9, R: +9, W: +9 | Per: +9 | Initiative: +0 | Movement: 25 l Hero Points: 3 | Class DC: 20 | Condition: None| Explore Activity: Scout

Jeez, staggered effects too? We'll be back soonish guys! :D


Inactive

Would Cold Resistance 2 from the campaign trait protect me at all from be Staggered?


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RoW Maps

no, the cold resistance just prevents 2 points of cold damage. this is 1 point of piercing damage from the arrow, and an extra effect. ice elemntals have a similar ability that causes a save when taking cold damage. that would be prevented if your resistance of 2 was enough to prevent all of the cold damage from an elemental, but since this ability just triggers when hit by the fey (weapons or natural attacks), cold resistance doesn't come into play


Inactive
Greadra moonscar wrote:

Greadra, Having moved over bardim for a reason, Grabs the druid's Falshon and drops her shield. With a roar she swings the two handed weapon at the tiny red sprite [dice=Attack]1d20+4

But her luck has run short, and without her shield she's more exposed.
So, I used a move action to grab thw weapon from thw ground, assuming Baradim doesn't mind. Then a standard to attack with it. I obviously missed however... I may have a full attack, but the reason I choose a Scimitar over a Greataxe or a sythe is that I have claws and can make two attacks if I don't use a shield. I may be able to deal more damage with the Falshon, but overall I only can swing once...

It's also a move action to drop the shield.

Grand Lodge

Female Half-orc Shifter(Weretouched) 1
Vitals:
HP:12/12 AC:17=10+(2Dex,4Armor,1shield) Fort:4 Refl:4 Will:2 CMD:16 CMB:+4 BAB:+1

Really? A free action to drop a weapon or item, but a move action to drop a shield?

Seems kinda stupid. I mean I get it if the shield is strapped to my arm, but it's a light wooden shield with little more than a single firm handle to it's name.

... Well I do suppose I'd have to toss it to the side, but I could also just reason that if opening and closing my hand is a free action then I should be able to just open my shield hand...

God, stupid rules are stupid, but whatever. GERRRRR!!!

Might as well have just bashed with the shield and clawed the sucker


HP: 54/54, 4 thp, AC 18 t:13 ff:16, f+6 r+7 w+8; Resist Cold 5; Perc +15, init +2, Fly 8/9, Active:

I think it depends on the shield? Heavy shields are strapped to the arm, so it makes sense more effort is required to shuck it off. Same for bucklers. But I think light shields are just held by the hand.

But I could be wrong.


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Indeed all shields require strapping and that is a move action to don or remove you can then drop it as a free action. Curiously enough the tower shield is the only one that does not cite strapping, but again that might have sense.

The quickdraw shield can reduced that to a swift action combined with a move (provided you have BAB+1), or a free action if you have quick draw.

That is the fasted you can get it done.

-----------------------------------------

Samuel will not get far, he will just try to get profit of his musket range, but he will remain on sight distance of the group. He will probably only have the chance of one last shot, in case he is able to spot the creature. So probably you want to RP the others starting to wake up from the colorful strings of hell :)


RoW Maps

Hey all. I am going to be going on a very long road trip tomorrow, driving from Austin to Albuquerque. I will likely not post anything at all tomorrow, or if I do it will be very short

Grand Lodge

Female Half-orc Shifter(Weretouched) 1
Vitals:
HP:12/12 AC:17=10+(2Dex,4Armor,1shield) Fort:4 Refl:4 Will:2 CMD:16 CMB:+4 BAB:+1

Just remember to make that left turn or you'll find yourself I quite the predicament.


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Have a nice trip Red Sun! I hope it's holidays stuff ;)


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

Is it just me or did our campaign just turn red?


Yes, our campaign has definitely turned red all of sudden...


RoW Maps

seems to just be this one? weird. never seen that happen before


HP 78/78 AC 23 TAC 18 FF 16 | CMD 27 | F +9 R +13 W +8 (+2 vs divinations; reroll vs charm/compulsion) Resist cold 2 | Grit: 3/4 Bravado: 1/1 Oath: 1/1 Bullets: 38 Cold iron bullets: 6 Cartridge: 17 Flare: 6 | Ini +9 | Senses +14
Skills:
Acrobatics+18,Bluff+11,Climb+4,Diplom-1,DisableDev+17,HandleAnimal+3,Heal+8 ,Intimidate+3,K.eng/local+6,K.arcana/planes+3,Ling+3,S.Motives+11,Ride+10,S oH+10,Stealth+6,Survival+14,Swim+4
Male Human Gunslinger (Musket Master) 9 | -

I have been inspecting the code. It seems the campaign title is injected in the html css class attribute. Because there is a "red" class in Paizo's CSS, everything is colored with red.

They should be looking urgently there, because it has potential for injection.


HP: 54/54, 4 thp, AC 18 t:13 ff:16, f+6 r+7 w+8; Resist Cold 5; Perc +15, init +2, Fly 8/9, Active:

Well, I object to this color. It should be ice blue or nothing at all!

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