Slumbering Tsar: The Desolation (Inactive)

Game Master Lord Manticore

Looking for a way into Hell.


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Male Drow Noble Accountant 12/Monk 10

Dot


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

Moo.


Male Drow Noble Accountant 12/Monk 10

Oink.

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

Gronk

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

Check


Male Drow Noble Accountant 12/Monk 10

Gronk? Sounds like an old 2000 AD comic. Next thing I know, I'll be hearing snorkle!

Shadow Lodge

Female Changeling Witch / 5 || Init: +3 / HP: 45/45 / AC: 13, Touch: 13, FF: 11 (+4 wMA)

peek-a-boo


Male Drow Noble Accountant 12/Monk 10

So, for the away team, what are the immediate plans, and what are you bringing with you? Let's start with that.

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

Late dinner with the spouse atm. Will post something later on ;)


Male Drow Noble Accountant 12/Monk 10

NP


Male Drow Noble Accountant 12/Monk 10

The morning is cold, but clear. The winds are light as you begin to set off.

Still waiting to hear what the plan is and what resources you have brought.

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

Gotta choose spells. The wizard plans to bring the writing desks to be able to create a protective area to camp in and to maybe have some protection from the bone dust storms. He has both scrolls of teleport with him and all his personal gear. What else is there?


Male Drow Noble Accountant 12/Monk 10

Mostly just seeing what the other three are planning, and to get them to say more than Gronk. :)

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

Ok, so game plan:
Tried looking for the link to the Desolation map, but there are just too many posts :D LM, coul you link it on the Campaign Info?

Immeditely after leaving camp, taking advantage of the supposedly increased safety of the first miles of travel, the ranger addresses a few points with the group:

"Ok boys and girl, I have pondered this trip back and forth, and to keep things straightforward and clean, and due to the fact that the bonestorm all but erased any traceable signs of previous passage on this path, I think our best option is actually to follow the caravan's route - If I recollect correctly..." - he pulls his scraps of mapping from one of his pouches - "They followed slowly along the Crossroads path, during about a day; They pulled off a mile off track to camp and had an easy night"

- To avoid: The Ghost Caravan.

"You guys recollect anything additional about the Ghost Caravan?" - the half-orc questions the group.

"So anyways, on the next day they started heading towards the canyons, looking for some sort of shortcut, I am guessing for about 2 more days, and by the end of that second one they were attacked"

Putting his stuff away, he adds - "Now, I know some things about wilderness travel, so regardless of the difference in speed of our travel, and the cravan speed, I will try to have us passing all the travel points where we know the caravan was - their first campsite, and from there, in about a straight line towards where they were attacked - If that is ok with y'all, lets get this MOVING!"

LM, plan is to use survival for the above travel directions and distance calculations - is that ok?

Survival: 1d20 + 14 ⇒ (9) + 14 = 23

Calendir has stuff to request from the group, but I decided to split up the information, also to give you guys a chance at replying, etc, and also to see if I can find the darn Desolation map :D

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

Found the maps ;)

Assuming that the "Crossroads" is the intersection between the Boiling Lands, the Chaos Rift, the Dead Fields and the Ashen Wastes - having trouble though with identifying exactly towards which "canyons" the caravan veered to after that.

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

LM, I know this is retcon at its worst, but before we leave the Camp, is there any chance Calendir can find a way to purchase a ring of sustenance?

Regarding other stuff:

Calendir has, at this point, and even more in the Desolation, a quite decent bonus to Stealth, at +19 - it could make sense to have him in a forward scouting position, but since out group is much smaller now, I think we would be better off sticking together - it worsens our chances to anticipate problems, but it improves our chances to deal with them. Thoughts?

Still addressing the group, Calendir continues - "Lavinia, Azaraunt and Numair, I have upfront knowledge of creatures such as undead, demons, and many others I have encountered during my travels... But I am nothing compared to the absolute well of knowledge you guys possess - we all need to be on our toes constantly out here - whenever we're in a fight, as I am sure it will happen, we need to react fast, and communicate to each other whatever we know about our opponents - weak spots, vulnerabilities, strengths, etc. - as fast as possible, so we can use the best possible strategy against them"

"Take this initial travelling time to recollect whatever you may know about what we may face in the immediate future - out of the top of my head, I would throw out there ghosts and the like, gargoyles and those other gargoyle types we faced before as their leaders, but one thing that worries me is what Gurg said about some sort of Wraiths coming out from the ground... Now, he said that maybe they hit some spot where their manifestation was stronger? I would like to know what could cause that, and if we can simply diminish it or totally nulify it - you guys need to help me with this, since I have no idea. And by the way, how do you fight a wraith? Tell me how to prioritize my arrows" - the hlf orc smiles.

"Azaraunt, we can count on Imbukar telepathy to keep us on constant contact? How is he at taking watches at night, does he sleep or somehow rest?"

Still more to come ;)


Male Drow Noble Accountant 12/Monk 10
Calendir Elberen wrote:

Found the maps ;)

Assuming that the "Crossroads" is the intersection between the Boiling Lands, the Chaos Rift, the Dead Fields and the Ashen Wastes - having trouble though with identifying exactly towards which "canyons" the caravan veered to after that.

Gurg was referring to the 'canyons' in the Chaos Rift area. Also, each section of the map, by my count (admittedly, it was a couple of months back when I counted this) is roughly 8 miles. The map itself is roughly 37 x 37 squares, each square represents 2000'. I'm going to roll for random encounters every third square you cross. What I don't have the ability to do is create a grid coordinate system for the maps. Got any suggestions on where I can find some software on a laptop that would be easy to use?

I'll respond to your other post a bit later. I have to go help my father-in-law with some tax questions, as well as file for a friend of mine.

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

Seems Calendir left the camp alone after all :D

Some more general notes on the ranger while we are outdoors:

Whenever not on watch, or circling the perimeter, or gathering supplies, or preparing the camp, or something of the sort, the half-orc takes the time to sit with his companions to learn - "You see... I have met my share of crappy critters out there, wanting to do stuff as uncanny as feast on mine or Lagash's soul here" - he pats the feline gently - "Or whatever undead and demons want when they stalk the spark of the living... I have picked up tidbits here and there, I know where to hit them the best, how to take them down as quickly as possible, and usually where to place my arrows to hurt them the most, so to speak..."

Grabbing bite to eat from the salted meat he adds - "But my formal... Or scholar knowledge - whatever you want to call it - about these is short - I have read here and there about the creatures I have hunted for some time now, but I feel I'm still missing the big picture here, and I was expecting you would allow me to pick your brains every once in a while on this, so to speak" - he finishes with a fanged grin.

Bottom line: Calendir wants to learn more about Religion and the Planes from his companions - probably Lavinia and Azaraunt, but I am guessing Numair's insights will be as valuble to him, due to his more martial nature.

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14
Calendir Elberen wrote:


"Ok boys and girl, I have pondered this trip back and forth, and to keep things straightforward and clean, and due to the fact that the bonestorm all but erased any traceable signs of previous passage on this path, I think our best option is actually to follow the caravan's route - If I recollect correctly..." - he pulls his scraps of mapping from one of his pouches - "They followed slowly along the Crossroads path, during about a day; They pulled off a mile off track to camp and had an easy night"

"You guys recollect anything additional about the Ghost Caravan?" - the half-orc questions the group.

"So anyways, on the next day they started heading towards the canyons, looking for some sort of shortcut, I am guessing for about 2 more days, and by the end of that second one they were attacked"

Putting his stuff away, he adds - "Now, I know some things about wilderness travel, so regardless of the difference in speed of our travel, and the cravan speed, I will try to have us passing all the travel points where we know the caravan was - their first campsite, and from there, in about a straight line towards where they were attacked - If that is ok with y'all, lets get this MOVING!"

LM, plan is to use survival for the above travel directions and distance calculations - is that ok?

Survival: 1d20 + 14 ⇒ (9) + 14 = 23

My thoughts as well Calendir. In fact I am not sure what do do after we track down this caravan. I do not expect survivors, but we must go and see for ourselves. After that, I am not sure what our next mission will be, other than to, hopefully avoid the ghost caravan.

When I quote someone that has a dice roll in their quote it screws up my rolls, so I am deleting the roll above from the quote.

Survival, Aid Another: 1d20 + 1 ⇒ (19) + 1 = 20


M Imp Familiar 6 hd

Telepathy:

My telepathy is available as always, but my constant vigilance is not. I require sleep just like the rest of you, but will take my assigned watch and will do so with lawful dedication to duty.

Survival, Aid Another: 1d20 + 1 ⇒ (3) + 1 = 4

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

The sheer number of Wraiths is a concern. I have some knowledge of their kind. Their gathering in large number can possibly be attributed to some great catastrophic evil. Perhaps some evil act or source of evil. Here is what I know about them and why they might gather.

knowledge Religion: 1d20 + 17 ⇒ (16) + 17 = 33

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

I have studied deeply of the planes. My specialty is the demonic and diabolic. And Imbukar is a wealth of knowledge himself on that subject. He knows more than most mortal men will ever learn of it. What is it you would know?

Knowledge Planes: 1d20 + 19 ⇒ (15) + 19 = 34+2 for demons/devils and +2 for Imbukar who taps an assist.


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

Dot-dot-dash-dot


Male Drow Noble Accountant 12/Monk 10
Calendir Elberen wrote:

Ok, so game plan:

LM, plan is to use survival for the above travel directions and distance calculations - is that ok?

Calendir has stuff to request from the group, but I decided to split up the information, also to give you guys a chance at replying, etc, and also to see if I can find the darn Desolation map :D

OK, refer to my post about the distance and grid alignment to determine travelling distances.


Male Drow Noble Accountant 12/Monk 10
Calendir Elberen wrote:

LM, I know this is retcon at its worst, but before we leave the Camp, is there any chance Calendir can find a way to purchase a ring of sustenance?

I would have to retcon you, practically back to the venture-captain for that. The only person you have met so far in the Camp that could do that would be the Usurer, and I am not sure that you want to go there yet. It might be possible that someone could lend you theirs...it wouldn't work for the first day, but you'd be okay after that.

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

Nevermind the ring then, I am not a big fan of retcon anyway.

So lets get this show on the road then, and by the way I was trying to avoid deep set calculations about travelling distances, by having the ranger do it, instead of the player ;)


Male Drow Noble Accountant 12/Monk 10

I want to give it few more hours so that the other two can respond, before we push forward. If I haven't heard from them by tonight, then I'll shove off down the road.

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

Deal, though it is strange that no one pipes in...


Male Drow Noble Accountant 12/Monk 10

I know, I had expected things to be a bit more...lively, even with my more restricted schedule.

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

hmm - no one? I piped in 4 times. You did see my posts Calendir, right?

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

I did Azaraunt, I just meant that it seems the away team is not there ;)


Male Drow Noble Accountant 12/Monk 10
Azaraunt wrote:
hmm - no one? I piped in 4 times. You did see my posts Calendir, right?

I promise that I wasn't referring t you, Azaraunt. but I still have not heard from the other two yet.

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

You and I represent 4 of the 6 on the away team. :)

Azaraunt discusses strategy. I know you would prefer to scout ahead of us Calendir, but I recommend we stay close out here and use Imbukar's flying to provide some altitude to keep us aware of threats. I do not like the threat of those bone dust storms and think the best course of action is to simply maintain the Enforced Environment all the time. I will use one of my mid level spell slots, my pearl of power of that level, and one of three charge of my Lesser Rod of Extend every day, but then we will be warded. Is there any down side to that? And if we know we will meet up with specters I will cast Mage Armor on everyone as only very special magically enhanced armor offers any protection from their touch.


Female Elf Witch (Winter Witch) 3 / Cleric VMC | HP 21/21 | AC:14, T:13, F:11 | CMD:13, CMB:0 | Save (F+2, R+4, W+4) | Init:+3 | Perc: +8 (-2 without familiar)

I thought there were only 4 on the away team.


male minotaur cleric of Baphomet 6 | HP64/64 | AC19/18/11 | Init:+1 | Perception:+3 | Lowlight/Darkvision | Fort:+9 Ref+4 Will+9
Resources:
Channel 4/4 | Fury 6/6 | Ferocious Strike 6/6
Active Buffs:

He was including the animal companion and the familiar.

The Exchange

Human Bard 1/Paladin 4;
Status:
HP 62/62; AC 17/13/14; CMD 22; Fort +11, Ref +11, Will +10; Init +3; Perc -1

Made it. Was out for the weekend and came back and we're off! I'll have time to post more completely this afternoon, just wanted to let everyone know I'm still here.

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

Move out.

The Exchange

Human Bard 1/Paladin 4;
Status:
HP 62/62; AC 17/13/14; CMD 22; Fort +11, Ref +11, Will +10; Init +3; Perc -1

Let us move along the caravan's route at the best speed we can manage. While it would be nice to have Cal scout ahead, this is a treacherous land and he could easily be lost to some calamity with us oblivious to his demise. We should stick together.

I have never studied demons or devils. I do know a modest amount of lore about the undead, but it pales in comparison to what our scholars know. I never could carry encyclopedias around in my head like Azaraunt or Lavinia do. When the time comes to fight such creatures, I use the Lens and let Sarenrae guide my arm.

Are you going to wear the ring you found when we were trying to track the giant, Cal? Because if you're not, I surely will!

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

I am wearing it, since it feels like a perfect fit for a wild outdoorsman. But I am missing out on some decent advantages due to the lack of Acrobatics :/

"Lets go then"

The Exchange

Human Bard 1/Paladin 4;
Status:
HP 62/62; AC 17/13/14; CMD 22; Fort +11, Ref +11, Will +10; Init +3; Perc -1

I totally agree! Well - archers are more stationary, so you're likely to benefit the most from the haste as full-attack ranged attacks are easier to pull off.

We will also need to figure out how we're going to do the watch schedule.

The away-team is actually pretty big, so we can divide it up.
Azaraunt *Imbukar
Calendir *Langash
Lavinia
Numair *Sharav (Sharav hasn't yet made an appearance, but its coming...)

If we have 3 three-hour watches (Imbukar, Calendir & Langash, and Numair & Sharav) then our casters can get their spellcasting-recovering rest, and the rest of us can get enough as well.

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

Azaraunt can use a 4th level spell slot to provide an extra-dimensional space that, under normal circumstances, would be very safe to camp in. You can only only enter or exit this space at dusk/dawn if cast in the right location. Spell is called Shadowy Haven.


Male Drow Noble Accountant 12/Monk 10

Hey Az, can you link that spell over? I've never heard of it, but it sounds cool.

Mid-Morning Encounter: 1d100 ⇒ 46 Modifier: 1d100 ⇒ 39 Setup: 1d6 ⇒ 2

You ride out about an hour after the sunrise, onto a cold plateau of grey sand and ash. The tundra feels cold, even for those who have cast endure elements or similar spells, you feel the cold right down to your bones. Imbukar and Lagash will be taking 2 points of non-lethal, cold damage per hour, unless they are protected with additional blankets and/or spells. Today's high will be -4F/-20C. After about an hour of travel, you come upon a shimmering image, perhaps 150 feet off the road. Taking a closer look, you see that it is a pair of ghouls. For whatever reason, they have not yet noticed you.

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

Sure.

Shadowy Haven:

Shadowy Haven

School transmutation; Level sorcerer/wizard 4
CASTING

Casting Time 1 standard action
Components V, S, M (a small black silk bag)
EFFECT

Range touch
Target one 5-foot square of floor touched
Duration 2 hours/level (D)
Saving Throw none; Spell Resistance no

DESCRIPTION

This spell functions like rope trick, except the point of entry is through a 5-foot-square instead of a rope. The space holds as many as 10 creatures of any size.

When this spell is cast upon a 5-foot-square part of a wall, it creates an extradimensional space adjacent to the Plane of Shadow. Creatures in the extradimensional space are hidden beyond the reach of spells (including divinations) unless those spells work across planes. The space holds as many as 10 creatures (of any size). The entrance to the extradimensional space remains visible as an area that is darker than the ambient illumination.

Spells cannot be cast across the extradimensional interface, nor can area effects cross it. Those in the extradimensional space can see out of it as if a 5-foot-by-5-foot door or window were centered on the affected surface. The window is invisible (though it is within the shadowed entrance to the spell, which is visible), and even creatures that can see the window from the outside can't see through it. Anything inside the extradimensional space is ejected when the spell ends. Only one creature may enter or exit the extradimensional space at a time.

The entrance is only open when the area around it is in dim light. Any other level of light (brighter or darker) closes the entrance, trapping creatures inside the extradimensional space. If the entrance is closed when the spell expires, there is a 50% chance that creatures in it are ejected into the Shadow Plane instead of the location of the entrance. If this occurs, the creatures appear on the Shadow Plane 1d10 miles in a random direction from their corresponding location on the Material Plane. The spell has no effect if cast on a plane that is not adjacent to the Shadow Plane.

Because the extradimensional space is adjacent to the Shadow Plane, any shadow walk spell or similar effect that allows travel to the Shadow Plane is more accurate, reducing the distance creatures arrive off-target by half.

Noticing how cold it is Azaraunt will cast an extended Enforced Environment on himself (16 hours) shortly after they leave camp. This should help with the cold, and now we are prepared against any any sudden storms.

Imps have Resist Cold 10 so Imbukar should be good as he scouts above and ahead of the group. Lagash should be good as long as he stays within 30' of Azaraunt most of the time.

Assuming that Imbukar, Perception +11, flying invisibly above and slightly ahead of the group might see this first, he communicates his sighting to the group.

Telepathy:

Shimmering image off the road to the right. 2 ghouls - It seems they have not seen us yet.

Knowledge Religion:Ghouls: 1d20 + 17 ⇒ (4) + 17 = 21

Telepathy:

My master wishes to remind you that ghouls are often intelligent and these might have knowledge of the area.

The Exchange

Human Bard 1/Paladin 4;
Status:
HP 62/62; AC 17/13/14; CMD 22; Fort +11, Ref +11, Will +10; Init +3; Perc -1

Know(Religion): 1d20 + 12 ⇒ (15) + 12 = 27

Numair looks out into the Desolation, looking for the shimmering ghouls.

Telepathy:
Indeed. Intelligent enough to set up an ambush. We can see if they will talk. Attacking them will only slow us down, but - we should be ready to defend ourselves if necessary.


Male Drow Noble Accountant 12/Monk 10
Azaraunt wrote:

Sure.

** spoiler omitted **...

That's right, now I remember the spell. You used it on the boat ride over from Nerosyan, correct?

Knowledge, Ghouls: both Numair and Azaraunt:
Ghouls are in fact quite intelligent Assuming INT=10->average intelligence, better than average in fact. They have claws and a bite attack. The bite can cause disease, with the possibility of death and re-animation as a ghoul.

Dark Archive

M Elven Wizard 6/Diabolist 2 | HP 46/46 | AC 20/24 FF 15/22 T16 | Saves +6/+11/+7 | Init + 11 | Per. +14

I think I only used Rope Trick on the boat. What is causing all that shimmering?

Telepathy:

Hail them from here?

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

Drawing his bow, the half-orc grunts as Lagash's hair stands up.

Telepathy:

And why not... But are you planning to gather information from them..? Its not gonna end well I tell you, but go ahead.


Male Drow Noble Accountant 12/Monk 10
Azaraunt wrote:

I think I only used Rope Trick on the boat. What is causing all that shimmering?

** spoiler omitted **

The shimmering is an effect of the tundra: with all the sand/snow/ash blowing around, it's like JJ Abrams was walking around. :P


Male Drow Noble Accountant 12/Monk 10

The ghouls are shifting along the land, seemingly no real purpose in mind. One of the ghouls notices your party and motions to the other. Both are suddenly quite wary of your approach, but they do not flee.

Shadow Lodge

Male Half-Orc Ftr1/Ranger lvl7 | HP 68 | AC 22 FF 16 T17 | Saves +11/+13/+6 | Init + 7 (+9 in Favored Terrain) | Per. +12

"Guys, do I have a reason not to shoot these right away...?

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