Shadows of the Past (Inactive)

Game Master sunshadow21

A Rise of the Runelords Game

Updated Combat Map


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Dark Archive

Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

I suppose your right.


Male Human (Taldan) Paladin 3 (hp 31/31; AC 18, t 11, ff 17; Fort +7/ Ref +4/ Will +6; Init +1; Per +2)

Fort Save: 1d20 + 7 ⇒ (8) + 7 = 15

Also, the plants are described as damp. Burning probably isn't a viable option. We'll just have to forge on ahead and take our lumps.


Light isn't any more of an issue than it was in the rest of the forest, the canopy has enough holes to let enough through that you can see more or less comfortably, and yes, the plants are quite damp from the sea air, so starting a fire would simply create a lot of smoke and little else.

Going west, the tunnel loops around a bit, and eventually ends in what apppears to be a guard post behind another one of the well hidden doors. It is currently empty and looks out to the sea; you know see that the shore here is actually a tall cliff that you would not want to fall down.


Male Elf (Tower Elf) Magus 3 AC 16/12/14 / HP 30/30 / F +4 R +3 W +2 / Init. +2 / Perc. +0 Arcane Pool 2/5

"No guards, that is probably good." Thandion says quietly. He takes the oppotunity to stand up properly and stretch and has a quick look around. Can we see the island from here? Is there any other exits?


There is only one entrance to the lookout. You can see a bit of the island from here; it's sits roughly 60' off the coast and just a bit east of this lookout post. It seems to be also have a sharp cliff face like the shore, and if you really look closely, you can see something akin to what might have once been a face on parts of the cliff. On the more or less flat top, you can see what appears to be a building of some kind with a small perimeter around the edge for patrols, one of which right now is taunting the local pigeons rather gruesomely. There are 4 goblins and 4 goblin dogs on what appears to be the northwest corner capturing pigeons, tying a string to them as if they were a kite, with one goblin holds the string, trying to help the pigeon from getting hit by the rocks being thrown by the other three. Eventually, the remains of the inevitably tattered corpse is thrown to the dogs and a new bird captured to start the fun all over again.


Male Human Scholar 3 (HP 18/23, AC 17/16/11, F+1 R+5 W+6 (+1 vs divine), Init +2, Perc +9, +1 to find traps)

"Quite a gruesome sport," Severus says needlessly.

He carefully peers out over the cliffside, looking for another way to the flat top.

Perception
1d20 + 8 ⇒ (17) + 8 = 25


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

"Horrible creatures, I'd summon an eagle to deal extract some avian revenge, but I don't want to give our presence away," Pavro says.

Bit confused by the description can we see a way across to the island with the face?


M Tengu Gunslinger (Pistolero) 3 / HP 20/22, NLD 0, Grit 1/4, AC 17, Touch 15, Flat 12, F +2, R +7, W +5 / Init +6 (+4 if no grit left), Perc +13, low-light vision

Once we get closer we can extract some real Avian revenge, the birdman can't keep a bit of a laugh out of his otherwise somber demeanor at the sight of the goblins' cruel game.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Pavro looks puzzled for a second and then grins,

"That'll work nicely."


Let me try to clarify. You are able to see north and mostly west from the lookout. From it, you can see the western edge of the island, just enough to see the side of a building close to, but not right at, the edge of the cliff. North of this building and along what appears to be the northwestern seaward edge of the island, probably about 100' north of you, you can just make out the goblin "patrol" playing with the pigeons and their dogs milling around at their feet.

You can't see any way across from here, but you can only see maybe 20' of the extreme western side of the island, and the presence of the building suggests that there must be at least one way over there somewhere, probably accessed elsewhere in these thorny tunnels.

Dark Archive

Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

Vile creatures. Marcoul notes, watching as they throw rocks at the seagull. Pavro, that night that we found the goblins in the farmers home. We had the right of it then. I still do not regret my actions. Thistletop needs to be put to the flames.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Aressa searches the lookout post thoroughly in case it reveals anything useful or valuable left by an unruly guard. And once she is done Pavro says,

"Well lead on Thandion, 'Ress."

Take 20 for a 25.


Aressa finds a few old bones and rotten scraps of might have been meat once, but nothing else. Heading back to the intersection you have the north and the east paths still unexplored.


Male Elf (Tower Elf) Magus 3 AC 16/12/14 / HP 30/30 / F +4 R +3 W +2 / Init. +2 / Perc. +0 Arcane Pool 2/5

Thandion turns heads back through the tunnels and assuming they encounter no trouble he'll turn north at the crossroads.


Going 30' to the north, the tunnel ends with openings to the east and west. To the east, there appears to be a large room, and to the west is another tunnel.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Aressa heads for the "room" cautiously.

Perception: 1d20 + 5 ⇒ (14) + 5 = 19

Dark Archive

Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

Hanging back behind Aressa, Marcoul carefully follows behind, unaccustomed to wilderness exploration. As he spots the large opening he gestures to it with his light mace, but says nothing in an attempt to keep as quiet as possible.


This large area is clearly a meeting place of some kind. It goes south for a bit before turning east. The only thing of interest in it right now is a large hole at the turning point; the hole is very, very deep, and you can hear the sounds of waves crashing mixing with some kind of eerie howling coming up from below. Aside from the entrance you came in, there are two other openings in this room. One seems to head northeast; the other leads back to the original intersection


Male Human Scholar 3 (HP 18/23, AC 17/16/11, F+1 R+5 W+6 (+1 vs divine), Init +2, Perc +9, +1 to find traps)

"Avoid the hole most punctiliously." Severus warns.


Male Human (Taldan) Paladin 3 (hp 31/31; AC 18, t 11, ff 17; Fort +7/ Ref +4/ Will +6; Init +1; Per +2)

Vors raises an eyebrow. "You had me at 'avoid the hole." He gestures with his bow to the northeast. "Looks like that's our only option."


You also still have the tunnel back near the other entrance.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

"Let's try the other tunnel first, I don't see any reason to go down, from the looks of things we are on about the right level now," Pavro says, and Aressa leads the way back to the western tunnel.


Male Elf (Tower Elf) Magus 3 AC 16/12/14 / HP 30/30 / F +4 R +3 W +2 / Init. +2 / Perc. +0 Arcane Pool 2/5

Thandion hurries for moment to catchup with Aressa and then proceeds next to her.


M Tengu Gunslinger (Pistolero) 3 / HP 20/22, NLD 0, Grit 1/4, AC 17, Touch 15, Flat 12, F +2, R +7, W +5 / Init +6 (+4 if no grit left), Perc +13, low-light vision

My grandfather told me about those things, devils' churns, he called them. Avian shudders, gesturing to the hole. Not pleasant to fall in, even if you don't believe the stories of horrible monsters inside. Let's go. With that, Avian follows Thandion and Aressa.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

"Horrible monsters hey? On the way back I'll summon some stuff down there and we can see if that's true," Pavro says, glancing back over his shoulder, "But I guess we can't really afford to waste resources now..."


Going back west, you discover a lookout post facing north that looks out onto the island directly, and a room full of goblins.

Everyone give me 3 rounds of combat actions. The first round you will be squeezed in the tunnel still, but subsequent rounds will be a general melee in the room itself, so no more penalties for squeezing, though ranged or area attacks become more difficult. You are facing a total of 10 standard goblins.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Aressa streaks forward pouncing upon the nearest goblin in a blur of claws and fangs. She continues hurling herself into the fray trying to flank and pounce as much as possible.

Pavro follows along trying to flank with people with his ancestral dagger while staying full defensive.

Bite: 1d20 + 7 ⇒ (10) + 7 = 17 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Claw: 1d20 + 7 ⇒ (2) + 7 = 9 Damage: 1d6 + 3 ⇒ (4) + 3 = 7
Claw: 1d20 + 7 ⇒ (5) + 7 = 12 Damage: 1d6 + 3 ⇒ (3) + 3 = 6

Bite: 1d20 + 7 ⇒ (19) + 7 = 26 Damage: 1d6 + 3 ⇒ (6) + 3 = 9
Claw: 1d20 + 7 ⇒ (13) + 7 = 20 Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Claw: 1d20 + 7 ⇒ (9) + 7 = 16 Damage: 1d6 + 3 ⇒ (1) + 3 = 4

Bite: 1d20 + 7 ⇒ (19) + 7 = 26 Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Claw: 1d20 + 7 ⇒ (3) + 7 = 10 Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Claw: 1d20 + 7 ⇒ (9) + 7 = 16 Damage: 1d6 + 3 ⇒ (4) + 3 = 7


Male Human (Taldan) Paladin 3 (hp 31/31; AC 18, t 11, ff 17; Fort +7/ Ref +4/ Will +6; Init +1; Per +2)

Not wanting to risk an errant shot in the close confines, Vors pushes ahead into the combat, drawing his longsword as he goes, thrusting at whatever goblin gets in his path. Should one of his companions suffer a serious wound, he'll take a round to lay on hands, otherwise he'll continue to take the offense to the enemy.

Attack: 1d20 + 5 ⇒ (20) + 5 = 25 Crit confirmation: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d8 + 3 ⇒ (5) + 3 = 8

Attack: 1d20 + 5 ⇒ (7) + 5 = 12 Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Attack: 1d20 + 5 ⇒ (6) + 5 = 11 Damage: 1d8 + 3 ⇒ (4) + 3 = 7

Lay on Hands: 1d6 ⇒ 1 hp healed.


M Tengu Gunslinger (Pistolero) 3 / HP 20/22, NLD 0, Grit 1/4, AC 17, Touch 15, Flat 12, F +2, R +7, W +5 / Init +6 (+4 if no grit left), Perc +13, low-light vision

Avian clamps his beak in concentration, firing at the first goblin within 20 feet that isn't in melée with his friends and using moves to keep out of threatened squares. (I'll always try going for a goblin not engaged in mélee so as to not incur that penalty, but if space is too tight, I'll shoot anyway, just subtract -4 from my roll.)

1st Round Pistol Shot vs. Touch AC: 1d20 + 3 ⇒ (6) + 3 = 9 (-4 for squeezing)
Pistol Damage, using UC&D: 1d8 + 1d6 + 1 ⇒ (4) + (3) + 1 = 8
Damage on a Miss: 1
Grit 3/4

After firing, Avian rips open an alchemical cartridge with his beak, pours its contents down his pistols' barrel, then shoves it in with the ramrod and fires again.

2nd Round Pistol Shot vs. Touch AC: 1d20 + 7 ⇒ (3) + 7 = 10
Pistol Damage: 1d8 + 1 ⇒ (7) + 1 = 8
Again, Avian opens a cartridge, shoves its contents in and fires.

3rd Round Pistol Shot vs. Touch AC: 1d20 + 7 ⇒ (13) + 7 = 20
Pistol Damage: 1d8 + 1 ⇒ (3) + 1 = 4 Great, the best accuracy = the worst damage lol.
Avian will finish the third round by reloading once more with an alchemical cartridge.

Dark Archive

Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

Raising his light mace, Marcoul gestures with it, taking on the aspect more of a warrior priest then a gem bedecked Cheliax noble he truly is. Forward my friends! Arm yourself and prepare to strike at the beasts that dared to attack Sandpoint! Let non survive else they might warn the true foes that we hunt!

Round 1 SA: Sermonic Performance: Inspire Courage +1 (Su) Morale bonus on some saving throws, attack and damage rolls; Free Action: End Performance: Effects will last two more rounds due to Lingering Performance. (6 rounds remaining)

Round 2 SA: Charge with Light Mace: 1d20 + 2 + 1 + 2 ⇒ (2) + 2 + 1 + 2 = 7
Damage Roll: 1d6 ⇒ 2

Round 3 SA: Attack with Light Mace: 1d20 + 2 + 1 ⇒ (12) + 2 + 1 = 15
Damage Roll: 1d6 ⇒ 6


Male Elf (Tower Elf) Magus 3 AC 16/12/14 / HP 30/30 / F +4 R +3 W +2 / Init. +2 / Perc. +0 Arcane Pool 2/5

I'll skip the intimidate rolls for now as I expect most of the goblins won't last long.

Round 1:
Attack: 1d20 + 4 + 1 - 4 ⇒ (20) + 4 + 1 - 4 = 21
Damage (non-lethal): 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7
possible crit:
Attack: 1d20 + 4 + 1 - 4 ⇒ (12) + 4 + 1 - 4 = 13
Damage (non-lethal): 1d6 + 2 + 1 ⇒ (3) + 2 + 1 = 6

Round 2:
Attack: 1d20 + 4 + 1 ⇒ (3) + 4 + 1 = 8
Damage (non-lethal): 1d6 + 2 + 1 ⇒ (1) + 2 + 1 = 4

Round 3:
Attack: 1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
Damage (non-lethal): 1d6 + 2 + 1 ⇒ (4) + 2 + 1 = 7


Male Human Scholar 3 (HP 18/23, AC 17/16/11, F+1 R+5 W+6 (+1 vs divine), Init +2, Perc +9, +1 to find traps)

Round 1
Hand crossbow attack
1d20 + 4 + 1 - 4 ⇒ (15) + 4 + 1 - 4 = 16
1d4 + 1 ⇒ (3) + 1 = 4
and move forward

Round 2
Load mwk hand crossbow and attack
1d20 + 4 + 1 ⇒ (9) + 4 + 1 = 14
1d4 + 1 ⇒ (4) + 1 = 5

Round 3
Load mwk hand crossbow and attack
1d20 + 4 + 1 ⇒ (4) + 4 + 1 = 9
1d4 + 1 ⇒ (4) + 1 = 5


You drop 4 of the goblins before they can fully react. The remainder try to regroup and launch a counter assault, but fail miserably; one of them manages to at least bounce his blade off of Aressa's tough hide, but most can't even pull that off as they swing at and hit air. Aressa quickly dispatches several more causing the remaining 3 goblins to drop their weapons, and flee to the rear of the chamber where they proceed to cower in terror, and anyone who speaks goblin catches comments that suggest that they recognize you as being the ones who killed so many of their numbers in Sandpoint.


Male Human Scholar 3 (HP 18/23, AC 17/16/11, F+1 R+5 W+6 (+1 vs divine), Init +2, Perc +9, +1 to find traps)

Goblin
"Flee, vile dogs. Flee! Or you will be crunched and munched."


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Aressa simply pounces upon the fleeing goblins while Pavro examines his boots.

Bite: 1d20 + 8 ⇒ (13) + 8 = 21 Damage: 1d6 + 4 ⇒ (5) + 4 = 9
Claw: 1d20 + 8 ⇒ (11) + 8 = 19 Damage: 1d6 + 4 ⇒ (2) + 4 = 6
Claw: 1d20 + 8 ⇒ (2) + 8 = 10 Damage: 1d6 + 4 ⇒ (3) + 4 = 7

Dark Archive

Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

Not understanding what Severus said but familiar with the tone and panache of a good threat, Marcoul gives Severus a slap on the back. Well done! The priest states, watching the creatures flee into whatever dirty holes they call home.


They don't flee very far as the tunnel is a dead end that ends in what appears to be a large room they have been using as their living space. The surviving goblins are cowering in the farthest corner they can, trying to use each other as shields to protect themselves; if it weren't so pathetic, it'd actually be rather funny watching their desperate antics. There is also the lookout that you have time to examine.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

"We need to deal with them, we don't want them fetching aide. They might be cowards when they know they're beaten, but I sincerely doubt that will stop them torturing the next seagull, or robbing the next traveler, or joining the next raid upon my home. Kill them 'Ress," Pavro says, his voice at once cold and queasy.

Aressa pounces with a predatory snarl.

Once that, and any ensuring arguments are done Pavro and Aressa help search the lookout and living area.

Take 20 for 25. Glad I'm not playing a Paladin, but I'm afraid Pavro simply sees goblins as an inherently gleefully evil.


Male Human Scholar 3 (HP 18/23, AC 17/16/11, F+1 R+5 W+6 (+1 vs divine), Init +2, Perc +9, +1 to find traps)

Severus frowns and shakes his head. "I'm sure I will not be the last to point this out, but that goes against the SHIELD agreement. Fleeing opponents that no longer pose a threat should not be targeted. And certainly not slaughtered."


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

"Oh, err, yes, you are correct. Hmmm, well I suppose we just make sure they flee away from the island then. Let's not try to take them prisoner for pities sake," Pavro says, sounding troubled, but looking rather relieved.

Aressa hisses at the goblins and turns back to searching for valuables muttering irritably.

I'd rather forgotten that OOC, but yes you are right.

Dark Archive

Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

Reach into the belt pouch Marcoul withdraws a weighty manuscript. Holding it open as Aressa tears into the goblins, his eyes scan the documents as the slaughter unfolds in front of him. Eyes lighting up on a particular passage he runs his finger along it, showing it to the scholar. Ah, but if you will see clause 2.c.1.a "Hostiles in temporary flight who post later risk to wealth, health or general well being" you can see they are fair targets. Smiling, the priest seems to shrug. You did ask me to write up the contract after all. It would be quite poor of me to not know the parameters.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

"Wrll us arguing is probably a greater threat than they would cause left to run amok. Its going to be Thandion who has the problem with it, so why don't we just let him take responsibility for them? What do you propose we do Captain Conscience?" Pavro says, turning to question Thandion.


Male Human Scholar 3 (HP 18/23, AC 17/16/11, F+1 R+5 W+6 (+1 vs divine), Init +2, Perc +9, +1 to find traps)

Severus frowns at Marcoul's reading of the document. Do you really have such a document handy? It might be necessary at some point.

"I don't recall a discussion of 'later threats or risks'. I thought we mostly had determined to deter 'direct threats or risks'. This 'later' business could end up producing resentful enemies, rather than fleeing enemies who might later decide to follow a more peaceful lifestyle." Severus leans on the ranseur, shaking his head slightly as he strokes his beard in thought. "I would wish to have that amended to 'pose direct risk to wealth, health, or general well being' But as Pavro has already pointed out, this is really not the best place to discuss such things."

Dark Archive

Male Human Cleric of Asmodeus (Evangelist) 3 AC 19/17/13 / HP 24 / F +6 R +4 W +8 / Init. +2 / Perc. +4)

I'm a Priest of Contracts and I was specifically asked to draw one up. Of course I do!


Male Human (Taldan) Paladin 3 (hp 31/31; AC 18, t 11, ff 17; Fort +7/ Ref +4/ Will +6; Init +1; Per +2)

Vors sighs. "They've surrendered. As long as they go scampering out of the thicket, rather than toward the island to warn the others, let them go. Someone tell them this place is not for them any longer, and if they try to return we'll be back...with dogs. Lots of them."


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

"We should take their weapons at least, and um, any valuables, so they, er, can't buy more weapons?"


Male Human Scholar 3 (HP 18/23, AC 17/16/11, F+1 R+5 W+6 (+1 vs divine), Init +2, Perc +9, +1 to find traps)

Galadan nods and turns to the remaining goblins.

Goblin
"Leave, and do not return here. Or big lot of dogs come back and crunch you. Leave your weapons here."

To Pavro, "I would not deprive them of their valuables. We will take what valuables we need from the ones we have already vanquished. Even these should be given the opportunity to survive in the wild, and it will be hard enough for them without weapons."


"We no part of this stinking tribe. These fools can die for their foolishness like every other tribe foolish enough to follow them and their foolish longshanks." You catch one of the goblins reply as they disappear out of the room; they don't even wait to grab anything but their weapons as they leave. Searching the room reveals that they didn't have much to grab even if they had stopped for it. You can scrape together about 18 gp worth of copper and silver pieces, but otherwise, it's standard goblin stuff, and nothing worth risking dying over.

The lookout post proves to be much more useful. While it doesn't give you anything on the material front, it does give you a clear view of the island. It's just large enough to hold a single large fortress like wooden building with some room around the edge to allow for patrols. It connects to the mainland via a single bridge a little bit to the east of this lookout. From what you can see, there is only one set of doors on the building flanked by a pair of guard towers.


Male Human Summoner 3 (Pavro HP 25/25; AC 18/12/16; F +2 R +3, W +2, Init +2, Perception -1) (Aressa HP 24/24; AC 22/12/20; F +4 R +5, W +0; Init +2; Perception +6)

Note we were specifically not allowing them to take their weapons.

Pavro surveys the bridge and the fortress,

"Hmmm, we know there is a patrol, although it was occupied with seagulls when we last saw it. I guess the problem is how we get inside, any idea?"


Pavro Deverin wrote:
Note we were specifically not allowing them to take their weapons.

Missed that; that really wouldn't bother them all that much. They just wanted to leave.

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