Strange Aeon's

Game Master Freman969

Four strangers wake up trapped in an asylum gone mad, with no recollection of who they are or how they got there. Searching for answers to those questions may cost them more than just their minds.


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Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

Gee, thanks.


Paladin of Saranrae, HP: 22/22, AC: 20,FF: 19, Touch: 11, Fort: +8, Ref: +5, Will +7, CMB +5, CMD 16, Initiative +1, Perception +0, Lay on Hands 0/5

More to make sure she hadn't been replaced by a monster!


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

Hahaha. Amalthia would detect evil on everything if she could.


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

I realized that I should pass this by the GM before replying in the Gameplay thread.

I should state up front that I have NOT played or read Strange Aeons. And I know just about nothing about the official Paizo/Golarian cosmology wrt Dreamlands (I've just never really cared).

However, I HAVE read Lovecraft (awhile back). I've also played in several different campaigns inspired by Lovecraft (none Pathfinder based), including play testing for one of the authors of Trail of Cthulhu. In some of the latter The Dreamlands was a fairly major element. And I was playing with some people who REALLY knew the stories from Lovecraft et. al.

With those caveats, are you ok with my speculating in character? Given my character background it would make sense that I'd have heard at least some vague stories (and would be careful to identify any speculations as being exactly that). I may be quite close, I may be way off. I have no idea :-).


Honestly Shirrin go nuts. As an adventure path so inspired by Lovecraft, giving some baseline info about what places are (it's a little different in pathfinder but pretty similar too) would be good. On the plus side, you'll probably love some the latter adventures if/when we get that far if you know your Lovecraft.


Paladin of Saranrae, HP: 22/22, AC: 20,FF: 19, Touch: 11, Fort: +8, Ref: +5, Will +7, CMB +5, CMD 16, Initiative +1, Perception +0, Lay on Hands 0/5

A bit worried with that opening hit. Good thing I invested in toughness. No self healing til level 2!


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

Due to an incredibly busy weekend filled with a Christmas celebration, two birthday parties, and many hospital visits, I will be unable to post from December the 16th through till December the 18th. My posting should resume as normal on Tuesday the 19th. Apologies if this slows down the game. Feel free to bot me as needed.

Thanks for understanding, and have a great weekend, guys.


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

Hey, guys! Happy to be back!

Also, advanced warning:

I'll be unavailable to post from December 22nd through to December 26th due to the holidays. I might be able to fit in a post here or there during that time, but I'm not sure. Holidays are busy around here. Posting should resume as normal by the 27th (or the 28th at the latest).

If it gets too crazy around here to mention it later this week, Happy Holidays to those of you who celebrate something! And have a great few days to those of you who don't!


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

Hi guys, holiday madness has begun, so please excuse my reduced posting until the middle of next week. Happy Holidays to all of you!


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

Haha Shirrin sorry it ate your post. I learned pretty quickly to compulsively Ctrl+A (select all) and Ctrl+C (copy) before submitting anything here. It's saved my posts more times than I can count.


I'm going out of town tomorrow for a week so I'll be away from my computer. I don't know if roll20 will work on my phone, so if/when combat happens, we'll figure it out. I'll try my best to figure out a solution if the party goes into new rooms and such.


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

Hey guys, just wanna say I'm really enjoying this game. I think the GM and players are doing a really nice job keeping the "creep" level on high!

And also GM (and Shirrin, as you've played a swarm monger), it's rule question time!

I worry I've been giving my swarm the distraction ability when it shouldn't have it. Distraction comes standard with swarm traits, and so I figured it should have it. Given the low DC (10), I didn't see it as being very overpowered. But then I look at my archetype and see the "Fecund Familiar" ability which is what gives me the swarm, and I read this:

srd wrote:
Beginning at 5th level, any creature damaged by a fecund familiar’s swarm attack must succeed at a Fortitude saving throw (DC = 10 + 1/2 the swarm monger’s druid level + the swarm monger’s Wisdom modifier) or be sickened for 1d6 rounds. At 12th level, creatures that fail their Fortitude saving throws instead become nauseated.

This could be interpreted two ways: Either (1) the swarm doesn't get distraction until 5th level, with the DC listed in the archetype, or (2) the swarm starts at level 1 with distraction at the lower DC (based on Toothy's Constitution modifier) and then at level 5 its distraction changes to what's listed in the archetype.

Nothing has ever rolled so poorly as to be distracted, so it hasn't impacted gameplay yet.

What do you think?


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

I agree that its unclear what the intent of the rules is.

So, obviously its up to the GM.

That said, personally I think that it should get the weak distraction ability. A swarm is very cool and quite powerful (Not overpowered, mind) at very low levels but it very, very rapidly becomes less powerful than a basic Animal Companion

I've played at a couple of tables with distraction and it didn't seem overpowered to me (obviously I was biased, but nobody else complained)


So I think its option 2, the swarm starts with distract and it upgrades to maintain curve at level 5. So lets go with that.


Also I know I've been super terrible at handing out xp, which i will try to be better at in the future, but for what you've done so far you'll at 2,101xp. Which means you all level! Yay!


Paladin of Saranrae, HP: 22/22, AC: 20,FF: 19, Touch: 11, Fort: +8, Ref: +5, Will +7, CMB +5, CMD 16, Initiative +1, Perception +0, Lay on Hands 0/5

Huzzah!

What are we doing for hit points after level one?

Divine Grace, Lay on Hands 5/Day for 1d6
Fort +1, Will +1, BAB +1

Adventuring Skills
Sense Motive +1, Spellcraft +1

Background Skills
Handle Animal +1, Linguistics +1

@Freman969 I'm thinking he might begin to vaguely remember a language, I was going to suggest Necril but I think it might be interesting if whenever I put a point in linguistics I might ask you to choose a language?


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

Aw yes! Level 2:

FCB +1/3 wild shape natural AC
BAB +1
Fort+1 Will+1
HP + 7 (5 dice, 2 Con)
Bonus Feat (Vermin Heart - wild empathy and spells targeting "animals" may be used on vermin)
Adventuring Skills: +1 Perception, +1 Climb, +1 Swim, +1 Heal
Background Skills: +1 K(geography), +1 Handle Animal
+1 0th spell / day
+1 1st spell / day


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

hp: How do you want us to do hp? Roll? Half+1?
BAB +1, Will +1
Spells Known: 0: prestidigitation, 1: wave shield
Spells per day: 1: +1/day

Skills: +3 (+2 class, +1 favoured class): +1 climb, +1 swim, +1 UMD

Whoah, we get background skills? How did I not know this?
Background skills (level one) +1 Perform (song), +1 linguistics (celestial)
Background skills (level two) +1 Perform (song), +1 linguistics (aklo)


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

Looks like Paizo ate another post :-(.

Woot!!! Level 2!! More and much better skills!! One level until I no longer completely suck at combat :-)

Edit: Had also missed the background skills. Yay 2 more skill points a level :-)


I tend to roll for hp but rerolls 1 cause that's nonsense.


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

Would you mind if I just take the average dice? It's just one less thing to keep track of. If you'd prefer a roll that's okay, too.


Paladin of Saranrae, HP: 22/22, AC: 20,FF: 19, Touch: 11, Fort: +8, Ref: +5, Will +7, CMB +5, CMD 16, Initiative +1, Perception +0, Lay on Hands 0/5

Hit Points: 1d10 ⇒ 5


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

HP: 1d6 ⇒ 3


That's two on the average so let's do that unless you really want to roll for it.


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

Yeah for average :-). I always roll low :-)


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

Toad is out of spells for the day. He only had two castings from level 1, and both were used during the combat :(.


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

I'm also ready to proceed!


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

I’ll be on vacation from 3-2F until 3-5M. Please bot me as necessary!


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

I thought that I'd bring this over here and not in the gameplay thread.

What just happened wrt the haunt still has me very confused. And I thought it a good idea to clear up that confusion.

My character is absolutely partly built to know a lot about a lot of things. I routinely expect to get over 20 on my knowledge checks even at this level and can hit 35 on exceptional rolls.

I want to be clear that I have absolutely no complaints. I've learned a lot about a lot of things. No problems there whatsoever. And at level 1 I still "had problems with my memory" and so missed a lot of checks.

[Side Note]I'm spinning the fact that my skills are SO much better at Level 2 than level 1. I didn't learn more, I regained access to some of my memories[/Side Note]

I don't mind occasionally running into things that I don't understand. We're in strange circumstances, sometimes that is just going to happen either because it makes sense or because it needs to in order to tell the story you want to tell.

But the haunt thing seemed different to me. I suspect that you did NOT intend the following and this is all miscommunication but it seemed to me that I got misinformation. I thought it was a haunt, acted on that information (there really is absolutely nothing that I can do against a standard haunt) and got informed that I should shoot it anyway because I don't know.

At this point, I THINK (and am still not sure) that in character I know something like

"Well, I think that its a haunt. There is nobody there, it can be harmed by positive energy. But its different than any haunt that I've heard about before and it may not follow all the usual rules".

I guess what I'm asking is "Do I always know when I don't know something, or are there going to be times when I'm just wrong?" Writing it down like that it actually DOES seem that there should be times when I'm wrong without knowing it (a fumble, in other game systems) but Pathfinder doesn't have that mechanism


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

The GM told you:

"This haunt seems to have manifested as twisted form of a spell that sealed the door shut. Throughout the fungi, the wooden door can still be seen. Haunts can be harmed by positive energy, though they manifest again after a period of time unless the destroyed in particular ways, each one unique. Haunts bound to items like this one also tend to cease if the item in quest in destroyed."

So you know how to harm a haunt (positive energy) and also learned that the way to destroy this kind of haunt was to destroy the door. So even though you can't harm the haunt, if you destroy the door, you could destroy the haunt as a byproduct.

I'm not sure why you're confused.


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

Well, at least partly because absolutely no GM I've ever played with will let characters destroy a door with arrows (barring extreme shenanigans not available to Level 2 PCs :-)). It never occurred to me that shooting a door to damage it was an option, But maybe that is the disconnect and not the haunt.


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

Definitely agreed. Hard to get through the door's hardness with an arrow, especially if its empowered by a haunt. Hopefully it's the weakest, moldiest door ever.


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

Advanced Warning: Tomorrow is both of my children's birthdays, so I likely won't have time to make a post. Also, this Saturday is their birthday party, so I probably won't be able to post that day either.
Thanks!


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

Have fun!


Paladin of Saranrae, HP: 22/22, AC: 20,FF: 19, Touch: 11, Fort: +8, Ref: +5, Will +7, CMB +5, CMD 16, Initiative +1, Perception +0, Lay on Hands 0/5

My kingdom for a kineticist!


Sorry it took so long to see that Shirrin, i'm bad at looking up apperenlty. That haunt was special in that it could be damaged by physical attacks, that was it's weakness. So when you hit with your arrow, you lowered the hp of the haunt to zero, which made it inactive. Ragnar and Amalthia then took the time to destroy the door, permanently ending the haunt. To be honest, some of these early haunts in this place don't follow normal haunt rules ( all that weird dreamland energy) which is cool, but really confusing to be able to "kill" a door with physical damage, especially when you have to set up how haunts work and s$~& and then immediately break those rules. I guess my failing was not knowing if you would know the haunt's weakness and therefore know how to destroy it. Cause...otherwise how you know how to destroy it.


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

No worries. Thanks for the explanation


Paladin of Saranrae, HP: 22/22, AC: 20,FF: 19, Touch: 11, Fort: +8, Ref: +5, Will +7, CMB +5, CMD 16, Initiative +1, Perception +0, Lay on Hands 0/5

To be fair it's the Cthulhu Mythos adventure path, when running it I'm far more fast and loose myself in a similar vein to one would run Ravenloft and just nod at players going "Yup, the books you've read have not mentioned this weird ability."


aka George Investigator L2 with Psychic Sensitivity Hp 12/17. | AC 15 (T 12, F 13) | F +1 R +5 W +4 +1 vs aberrations +3 to hit | CMB +3, CMD 15 | Init +2, Per +9

Oh, I don't mind at all not knowing. Within some limits, of course. A knowledge dude NEVER knowing would kinda suck. But knowing too little has NOT been at all an issue.

The question is whether I know that I don't know or do I think I know things that are, in fact, incorrect.

But I'm good.


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

GM, Here is the post with the Spellcraft check to identify the rat summoning.


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

Hi GM, Toad already rolled a spellcraft check for the rat summoning, linked above. He got a 21.


oh butts, sorry for forgetting that. In which case, yes, you do know it's once per day. Wow, i'm dropping so many balls recently, sorry guys.


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

Shouldn't we get a blunt weapon before trying this again? I'm sure there's a club to be found near the chapel.


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

To all of my games: I've come down with something that might or might not be serious. I don't know yet, but I might even need surgery. I'll try to keep you all updated as I learn more. Please forgive any unannounced absences from the game in the coming days.


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

No worries, Wicked. Take your time. All the best.


HP 5/17 | AC 16 T 12 FF 14 | F+7* R+2* W+7* | CMB +1 CMD 13 | Init +2 Perc +11 | Spells 1st 1/3 | Swarm 2/4

Again, I think our meat shield Paladino should take the amulet, since he's our only real line of defense against the horrors of the asylum :).


Paladin of Saranrae, HP: 22/22, AC: 20,FF: 19, Touch: 11, Fort: +8, Ref: +5, Will +7, CMB +5, CMD 16, Initiative +1, Perception +0, Lay on Hands 0/5

Ok not going to argue against it. Good saves and a good AC should help a lot!


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

I just found out my neighbourhood won't have power tomorrow, so I won't be online. Bot me if needed. Thanks!


Female Changeling Sorceress 2 | HP: 5/12 | AC 18* (T11, FF 17*) | CMB: +2 CMD: 13 | F:+1 R:+1 W:+4 (+1 vs. spells/spell-like cast by evil creatures) | Init +1 | Perc +1, SM +1, Bluff/Diplo/Intim: +4, Arcana/Spellcraft +4, Stealth +1, UMD +9 | Speed 30 ft. | Spells: 1st: 2/5 | Driven by Guilt: 1/1, Entangling Ectoplasm: 5/7, Volatile Conduit: 1/1 | Active Conditions: Mage Armour (2 hours)

Hey, guys. My power's going to be down again tomorrow. Hopefully this is the last time. Bot me if necessary. Thanks.


Sorry I've been so inconsistent recently. I'm still trying to check this every day, but sometimes it just doesn't happen. I'll try to be better

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