Sons of Dammerhall: Dark Frontiers (Inactive)

Game Master GM SuperTumbler

Battle Map

Dammerhall Main Level 3

Dammerhall Main Level 1 and 2


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Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Oh man Freedom of Movement is flat out freaking bad(in which I mean cool. :)) That is a powerful one. Especially when it affects EVERYBODY. Typically it's one spell per person. Grappled, terrain, ice, various spells, etc. that you could ignore. Man that is a good one.

I do love me some Haste. And on top of rage song that is quite the powerful. Great combo for sure.


Garnet Ironshanks | Dwarf Fighter 9 | Speed 20 | Initiative +2 | Perception +12 | Hp: 119/114 | AC 25 (Touch 11, FF 24) +2 vs critical | CMD 29, 31 vs Disarm of Longhammer, 33 vs Trip, Bull Rush | Fort +14, Reflex +10, Will +10; +3 vs Poison, Spell, Spell-Like | Fire Resist 2 | Active Conditions:
Javell DeLeon wrote:

Heard of Step up but don't really know much about it.

And it is definitely difficult to pass up Improved crit and GWS. I've never been a huge fan of Cleave though. I guess because it's situational due to the fact you have to be surrounded by a multitude of enemies. BUT, having said that, when we are surrounded by multiple enemies, man that is a nasty set of feats for sure. Could easily turn the tide of battle in a heartbeat.

The nice thing about Cleaving Finish is that you don't have to set it up with a standard action like Cleave, and the enemies don't have to be adjacent. Combined with a reach weapon, that means that if she drops an enemy and any other enemies are within 10 feet of her, she gets a free attack at her highest bonus.

Raging Song, Reckless Attack, and Haste would amp up combat power significantly, especially since I think your morale bonuses go up to +4 on Strength and Constitution at this level. A pretty nasty combo when we really need the extra punch.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)
Garnet "Garn" Ironshanks wrote:
Raging Song, Reckless Attack, and Haste would amp up combat power significantly, especially since I think your morale bonuses go up to +4 on Strength and Constitution at this level. A pretty nasty combo when we really need the extra punch.

And DR 1/-, and everyone glows like daylight and everyone projects their own invisibility purge, which will screw our own invisibility users, when I project that, but it also will screw any drow we might run into, or adventure with, you know, the light sensitive types!


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Alright, I'll go with haste and the freedom of movement Masterpiece. We can use some loot to find that salve to save the dwarf.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

I do have a rules question for the GM though. When running a bard song, or in my case a rage song, when starting this Masterpiece, can I keep the rage song going (and thus be costing 2 rounds of performance per round, obviously), or do I need to let the one song stop, and the other start?

This topic had a FAQ request with 451 people asking it to get answered, but it never did get answered.

I'm fine with whatever ruling you want to give, I just want to know which it is before we charge off.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Garnet "Garn" Ironshanks wrote:


The nice thing about Cleaving Finish is that you don't have to set it up with a standard action like Cleave, and the enemies don't have to be adjacent. Combined with a reach weapon, that means that if she drops an enemy and any other enemies are within 10 feet of her, she gets a free attack at her highest bonus.

Oh man THAT'S cool. I forgot to factor in the reach ability. That does have its advantages for sure.

Torvi Stonesinger wrote:
And DR 1/-, and everyone glows like daylight and everyone projects their own invisibility purge, which will screw our own invisibility users, when I project that, but it also will screw any drow we might run into, or adventure with, you know, the light sensitive types!

Really?! Is that new? Because that is pretty dang cool too.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)
Javell DeLeon wrote:
Torvi Stonesinger wrote:
And DR 1/-, and everyone glows like daylight and everyone projects their own invisibility purge, which will screw our own invisibility users, when I project that, but it also will screw any drow we might run into, or adventure with, you know, the light sensitive types!

Really?! Is that new? Because that is pretty dang cool too.

Well, it's a new ability that comes with my rage song, yes, but it won't help whomever has the Adamantine armor, as DR doesn't stack.


1.

GM SuperTumbler Said wrote:
There is a leather thong hanging on the statue's outstretched arm, and from the strap is a glass vial that glows faintly.

This vial contains a stone salve.

2. Gunzarak has all of the best qualities of Mithril and Adamantine. So it weighs what a mithril item would weigh, counts as silver, counts as adamantine, ignores hardness, armor grants the same DR as adamantine armor of the same type. Hard to believe, I know.

3. RE: Masterpieces, I have always ruled in the past that you can't maintain a masterpiece and a performance at the same time. Some masterpieces don't require maintenance, so you could have one of those and a performance running at the same time.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Thanks for the ruling


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

I was thinking I was only getting 1 new spell, but we jumped 2 levels, that’s 2 more 3rd level spells, so I’m keeping the feat and using the spell to get the Masterpiece for freedom of movement.

Now for magic items:

+4 STR Belt - 16,000
+3 Mountain Pattern Armor - 9,400
Ioun stone - dusty rose prism, cracked - 500
Ring of protection +2 - 8,000

That’s 33,900 I’ve figured out so far.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Just a heads up, Torvi, the limit is 30,000. Unless I missed something somewhere. Which would totally not surprise me. :P


Right, it's 30,000 each, though you are welcome to donate your value to someone else if someone ends up a little low.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Right! What the heck was I doing?

I didn’t even try a Bluff check, haha.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Does anybody want +1 Armor spikes mithral full plate? Snorri no longer has any use for it obviously.


That would actually make Garnet's AC go up by 1, but it would mean she would have to stop wearing the armor she made over the last year and try to fit in a male dwarf's armor...


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Errr, that's actually Medium armor, isn't it?

Hmmm, I can wear Medium armor!

Would give Torvi better AC than the +3 Mountain Pattern she was considering, but the same +1 Garnet would get.

Technically, Full Plate needs "resized" for a new owner though.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:
GM SuperTumbler wrote:
And I'd be happy to chop off or crush a limb if that would make the regen feel like a better investment.

Now that's a good GM! Have to play to your player's strengths.

Well,I made a fool out of myself by not reading the discussion about the Stone Salve, but a quick edit saved the day.

Meanwhile, on the discussion of armor, I am purposefully avoiding Dasur changing his equpiment or clothes because I like to imagine he has been wearing the same clothes, down to his crappy ancient mining helmet, this entire journey and just has Glenda cast Mending on anything that gets damaged.

I will spend my last 2,725 gp a scroll of True form (700 gp),a scroll of Protection from Arrows (Communal) (700gp), and a scroll of a scroll of Passwall (1,125 gp), to add to Dasur's spellbook.

A smarter wizard would have probably spent all his budget on scrolls, but I only play a smart wizard ;)


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Dasur's spell list going forward will be:

1st: (DC 17)
+ Unseen Servant
- Mage Armor
+ Magic Missle
+ Burning Hands
+ Grease
+ (Earth) Grease

2nd: (DC 18)
+ Create Pit
+ Create Pit
+ Stone Call
+ Knock
+ Flaming Sphere
+ (Earth) Glitterdust

3rd: (DC 19)
+ Dispel Magic
+ Fireball
+ Spider Climb, Communal
+ (Earth) Resist Energy, Communal

4th: (DC 20)
+ Arcane Eye
+ Wall of Fire
+ Protection from Arrows, Communal
+ (Earth) Protection from Elements, Communal

5th: (DC 21)
+ Hungry Pit
+ Passwall
+ (Earth) Wall of Stone

I should probably pick up Cone of Cold next level just for fun considering all I have are fire and earth magics. Plus who doesn't like 10d6 cold damage in a 60 foot cone? Like, yikes.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Correcting my magic items:

+4 STR Belt - 16,000
+3 Mountain Pattern Armor - 9,400
Ioun stone - dusty rose prism, cracked - 500
+2 CHA Headband - 4,000
Stubborn Nail - 100gp

I believe that is exactly 30k.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Is everyone ok if I take the "Celestial Totem" Rage Power:

Celestial Totem wrote:
While raging, the barbarian shines with a righteous light. This effect bestows upon the barbarian a halo of gleaming light that shines as if it were daylight and triggers an invisibility purge effect in the barbarian’s square and each adjacent square. The invisibility purge only affects nongood creatures.

The only "nongood" PC we have is Dasur, I believe. He would not normally accept the Rage anyways, and hasn't been invisible much either. If he was invisible, he would need to stay away from us, meaning don't be adjacent, to stay invisible. If we needed to sneak in somewhere, I'd not be singing in the process anyways, while we're all invisible and sneaking.


Female Dwarf Cleric of Magrim 9 | HP 19/66 | AC 22 T 14 FF 21 | Fort +8 Ref +4 Will +10 | Initiative +1 | Perception +13 | Channel Energy 2/6 | Blast Rune 7/7 | Gentle Rest 7/7

Sure.

Still working. I know I'm going to take the Improved Bless Equipment feat.

Also note that I now have access to raise dead, if Something Bad happens.

Dasur, Glenda is also happy to cast make whole or masterwork transformation should the need arise.

Torvi, remember that the reduction for mithral or gunzarak armor doesn't count for proficiency with the armor. If you aren't proficient with heavy armor, you aren't proficient with the mithral version of heavy armor (the reduction in category just affects movement [which is a non-issue for us dwarves] and class features).

EDIT OK, all done.

+1 Wisdom
+1 BAB, all saves
+14 hit points

Lots o' spells

Unlocked higher-level domain powers
A few trivial skills

Found:
+1 gunzarak agile breastplate (16,400)
Reliquary heavy gunzarak shield (11,895)
Material components for hallow (used, see Gameplay thread)


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

True that! So I'm not a candidate for that armor!!!


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Belt of physical might(+2 STR/CON) 10,000
Headband of Charisma(+2) 4000
Ioun Magenta Prism (Cracked) 800
Dark Blue Rhomboid (Flawed) 300
Merciful Vambraces 8000

@Torvi: Celestial Totem is fine with me.

@Tumbler: Are Scaling Items allowed? Because I have one in mind that I think might be interesting(and kind of fun too). :)


Male Dwarf Bolt Ace 7 / Slayer (Sniper) 2 || HP 102/102 | AC: 24, T: 18, FF: 16 | Fort: +10, Ref: +13, Will: +7 | BAB: +9, CMB: +9, CMD: 25, M.Attack +9 [1d4], R.Attack +16/+11 [1d6+7] | Init: +10 | Perception: +15, darkvision | PFA 90/90, PFE(fire) 52/118 Ghost Salt 10/10, Greater Heroism

Hello to those of you I played with already, and to those I had not yet met! I have been feeling a bit better than when I left, so I contacted Tumbler and we decided on a way to get me back here. I hope it's a pleasant surprise ^_^
I'm very glad to see how far you made it, and I look forward to providing you with some ranged support.
Last, I believe I have some HP to roll:
HP total: 10 + 40 + 8d5 + 27 ⇒ 10 + 40 + (4, 1, 3, 5, 3, 5, 2, 2) + 27 = 102


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:
Torvi Stonesinger wrote:


The only "nongood" PC we have is Dasur, I believe.

Indeed. In fact I was thinking of taking Beyond Morality as his 10th level arcane discovery, so this will be a non-issue going forward. It's either that or Opposition Research into Air, but... it just doesn't fit his character. He's just not a flying kind of dwarf.

In any case that's a pretty cool rage power!


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Whoa! Welcome back! I did not expect a long lost player in that stone!

Looking forward to your rootin' tootin' shootin'.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Woot! Welcome back!


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)
Dasur Deepborn wrote:
Torvi Stonesinger wrote:


The only "nongood" PC we have is Dasur, I believe.

Indeed. In fact I was thinking of taking Beyond Morality as his 10th level arcane discovery, so this will be a non-issue going forward. It's either that or Opposition Research into Air, but... it just doesn't fit his character. He's just not a flying kind of dwarf.

In any case that's a pretty cool rage power!

Well, Gunnar now is also "non-good."


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness
Gunnar Oathminder wrote:

Hello to those of you I played with already, and to those I had not yet met! I have been feeling a bit better than when I left, so I contacted Tumbler and we decided on a way to get me back here. I hope it's a pleasant surprise ^_^

I'm very glad to see how far you made it, and I look forward to providing you with some ranged support.

Oh crap! It's the REAL Snorri! Man that is a surprise. Heck, you could've asked to take Snorri back if you wanted. I could've easily rolled with somebody else. Now I'm feeling rather guilty.

But let me not forget to say it's a pleasure to meet you, bud. :)

I will say, though, "Gunnar" looks like an interesting fellow. :) Never seen anyone play a Bolt Ace. To be honest, there have been EXTREMELY few players who use crossbows AT ALL in my experience. But it does look like a pretty interesting archetype.


No need to fear (or feel guilty) Javell. Sapiens approached me about getting back in the game, but for several reasons was happy with you keeping the "crown," so to speak.

We are going to go with Gunnar having some "hibernation sickness" so that he doesn't know everything, but he should be able to provide some exposition.

Thanks for welcoming him back. I wasn't sure it was a good idea to spring it on you, but I do like for things not to be too meta when introducing new characters.


Male Dwarf Bolt Ace 7 / Slayer (Sniper) 2 || HP 102/102 | AC: 24, T: 18, FF: 16 | Fort: +10, Ref: +13, Will: +7 | BAB: +9, CMB: +9, CMD: 25, M.Attack +9 [1d4], R.Attack +16/+11 [1d6+7] | Init: +10 | Perception: +15, darkvision | PFA 90/90, PFE(fire) 52/118 Ghost Salt 10/10, Greater Heroism

@Javell: Great to meet you too! As the GM mentioned, I was not too keen on picking Snorri back up, also because I live in quite a different time zone than you and that makes it hard to collect feedback and make decisions. Also, uneasy lies the head that wears a crown.

Bolt Aces are something that I've always be curious to try, I've built him to be able to give you ranged support, through a few tricks that hopefully I'll show soon.

@GM: Could you please add me back to the active players? Thanks.


Male Dwarf Bolt Ace 7 / Slayer (Sniper) 2 || HP 102/102 | AC: 24, T: 18, FF: 16 | Fort: +10, Ref: +13, Will: +7 | BAB: +9, CMB: +9, CMD: 25, M.Attack +9 [1d4], R.Attack +16/+11 [1d6+7] | Init: +10 | Perception: +15, darkvision | PFA 90/90, PFE(fire) 52/118 Ghost Salt 10/10, Greater Heroism

I only just managed to log in again, so if you are stuck like I was but can still read this, you may want to clear your cache and cookies.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

Yeah I went to my history and cleared ALL my cookies from the "beginning of time". That did the trick.


I, too, had to clear cache and cookies for the site and that eventually let me back in.

I love Paizo, but their site is positively charming sometimes.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

So that was fun! Paizo sucks at internet stuff! Anyways, let's game on!


1 person marked this as a favorite.
Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)
Gunnar Oathminder wrote:
GM SuperTumbler wrote:
...the king is speaking to them about their domain in an underground sea.

In Dammerhall did Tharn-Hammer
A stately city-state decree:
Where Alph, the sacred river, ran
Through caverns measureless to man
Down to a sunless sea.

I too am a Coleridge fan.


Updated links at the top of the page to include only the battle map, the Level 1 and 2 Map, and the Leve 3 Map.

The Throne Room and Royal Apartments are on Level 3. Throne Room is 23 in that orange area.

The easiest way there is to go back to the river chamber on level one and then into the orange mines to the Staircase next to the blue arrow.

From there up through Yellow 36 on the level 2 map. To Purple 28 on Level 3. Ignore the collapse marked there.


Male Dwarf Bolt Ace 7 / Slayer (Sniper) 2 || HP 102/102 | AC: 24, T: 18, FF: 16 | Fort: +10, Ref: +13, Will: +7 | BAB: +9, CMB: +9, CMD: 25, M.Attack +9 [1d4], R.Attack +16/+11 [1d6+7] | Init: +10 | Perception: +15, darkvision | PFA 90/90, PFE(fire) 52/118 Ghost Salt 10/10, Greater Heroism

I think that both the links point to the same file :)


Fixed the links.


Had a huge pile of extra work dumped on me yesterday for this week. I'll post when I can, but if I disappear for a few days you will know why.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Best of luck, and may it go quickly!


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

I too am curious about the wording. If the gate only triggers upon spell "cast" within 20ft, rather than any spell effect within 20ft, we can get away with some shenanigans.

Torvi, you can cast Silence regardless if you know it or not because of spell kenning, right? If the runes don't trigger upon physical damage, I say you just move 20 ft away, cast silence on yourself, move within range of the gate, and then we hack off a few bars in the zone of the silence. Otherwise Dasur can try Erasing the runes.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

Well, my thought was to use kenning to make someone gaseous. But I'm not opposed to doing it your way either.


Male Humanly Awesome 'n Totally Rockin' Paladin of Greatness

I gotta say the gaseous form sounds simpler. As long as the antimagic field doesn't zap it away that is. Hopefully Gunnar is right about it not affecting anything cast outside of the radius.


Female Dwarf Cleric of Magrim 9 | HP 19/66 | AC 22 T 14 FF 21 | Fort +8 Ref +4 Will +10 | Initiative +1 | Perception +13 | Channel Energy 2/6 | Blast Rune 7/7 | Gentle Rest 7/7

Glenda also has the ability to prepare silence if we have time, and erase thanks to the Rune domain.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

The problem is if we only send one person through, they have to find the mechanism to open the gate. We have no idea where that may be, or what trouble they might get into. Never split the party, as they say.

So our ideas for dealing with this are:

-Silence 20ft away, move to portcullis and hack it apart
-Gaseous form (and invisibility just in case) 20 ft away, fly through portcullis and find lever
-Erase the runes and beat the Dispel Magic counterspell effect so the antimagic field doesn't activate, either via Glenda or Dasur. Maybe both at once for good measure?

We don't know how long the antimagic field lasts at the moment.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

I was planning to not point this out, in character, but Dasur would likely have figured it out. gaseous form would do many things, but a gaseous person couldn't open the mechanism! And if they lose gaseousness on the far side, they can't get back.

I think the silence (on an object, not a person), break down the bars. And then, heck, we can all go carrying the silence, and invisible if we want. Why do we care about finding the mechanism once we've knocked a hole in the bars?


Male Dwarf Bolt Ace 7 / Slayer (Sniper) 2 || HP 102/102 | AC: 24, T: 18, FF: 16 | Fort: +10, Ref: +13, Will: +7 | BAB: +9, CMB: +9, CMD: 25, M.Attack +9 [1d4], R.Attack +16/+11 [1d6+7] | Init: +10 | Perception: +15, darkvision | PFA 90/90, PFE(fire) 52/118 Ghost Salt 10/10, Greater Heroism

To the risk of stating the obvious, we could also try a big Strength check with levers and stuff.


N Male Dwarf Wizard 9 |HP:61/61)| AC: 18 (18 Tch, 13 Ff) | CMB: +4, CMD: 17 | F: +5, R: +7, W: +7 | Init: +8 | Perc: +0, SM: +0 | Speed 40ft |Active conditions:

Dasur does have Enlarge person and Torvi could kenning a Bull's Strength! The question is- would we have a strong enough lever? I'm leaning towards no.


Female Dwarf Paladin 7 (AC:24[T:12 FF:23] | HP: 66/71 (0NL) | F+10*, R+5*, W+10* | Init: +1 |Perc: +10*)

If we use kenning for that, then we lose the silence option, at least for the day.

Any chance that a good Knowledge check will help us know a way to get around this obstacle. I mean, we intend to "own" the place at some point, so why destroy its defense if we don't have to.

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