The Borderland (M&M): A Villager's Perspective (Inactive)

Game Master Rocan

A group of villagers need to band together.


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Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)

You are already 300 strong as you said. If the main goblin fighting force off 300 is on the move then you should still be a decent odds. With your skirmish parties trying to give a concern for them to stay grouped in big numbers. The way i see it is thus following: Get your professional soldiers out the the mine. That leave 150 militia to defend the town. This sortie has two objectives. 1st a big band like this can kill any of the smaller raiding parties. Should it encounter a big force of the goblin army. They won't engage until their full force arrive. It will also give a inaccurate count to the goblin leader. if the mines has still 100 goblin more or less you can engage them before they get to big. or you can ley a siege there. There is only one entry point to watch. Meanwhile We the surrounding villages send our men to defeat any raiding parties in our close, medium area and rejoin the militia in Town making it swell to over 200 strong. Then the leaders can deiced on the next move. If we decide now we can move by morning. The faster we move the less time it give them to react


Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)

continuing: Of course the safest course of action would be for everyone to move to town escorted by us. We would loose things and the village might be burned to the ground but we can rebuilt, replant and we would all be safe along with our grains and livestock. There would be no taking chances that a small raiding party would slip by


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

Wow, so much posts in just a couple of hours.
Perception: 1d20 ⇒ 2
Haha, oh my on the roll


"You are quite eager young Flamel", Elder Arthin says, "Don't forget that we are not trained to fight, with an exception of the stone masons and the blacksmiths. We will not be ready to move by morning."

"You seem quite the general Mr. Flamel," Nathan chips in, "I wish it was that simple. If they already got reinforcements since the last time we saw the group at the mines, our soldiers would be cut down. We do have petitioned Erathian military for reinforcements and support, we have yet to hear from them."


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

Nathaniel raises his hand.

"Elder, so we've heard the situation and you've heard some of our questions. But what is this "tactic" you spoke of earlier? Surely if it involves us, not all of us are combat experienced, we should know some details about it. If we did we can better plan ahead for what's coming."


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

Elenzar listens intently and takes detailed minutes. He raises his free hand as he continuez to write. "Perhaps we are dealing with this from the wrong end. Who in the region trades with goblins. What market do they have for gold, gems and pillage? If it is to dangerous to fight those would steal lets eliminate the fence."


The Elder points at Nathaniel, seeing a new hand rise in the crowd.

"Tactic? I'm afraid my best comes to defend the centre of the village, while a caravan of our people heads out west. Though for any plans to come to fruition, we must decide now what we will do."

Elder Arthin looks to the crowd and sees another hand held up, this time from his trusted scribe.
Marek steps up and answers the question.

"If you'll excuse me Elder, I'll answer this."
"These greenskins do not have a market like we do, they plunder and pillage for their pleasure and take whatever they want. Whatever else you might have heard about the barbarians of Krewlod, it may very well be true. These goblins act moslty on their own, though this is the first time they have come in such numbers. In Heartham some are thinking it, I'm just saying it, Krewlod put them up to this, this is the beginning of an invasion."

Nathan shakes his head as Marek blabs about invasions, the Elder just looks shocked as he takes the word again.

"Well 'ahum', yes, well... that's not the situation we have right now, nor should it be concentrated on. What do you all propose we should do? What should get priority?"

There are shouts from the crowd, many call out a version of the following.
"We should head for Tidewater!"
"Get our wives and children to safety first!"

Grand Lodge

Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3

Perception: 1d20 + 7 ⇒ (12) + 7 = 19
Forfax, having been told all his life to blend in and to try and not be noticed, is not very privy to the idea of bringing attention to himself, but as this discussion has progressed he notices how Elder Arthin seems to be sick and getting sicker. He worries that if this arguing continues Elder Arthin may faint. Forfax feels he must say something before it is to late. "Excuse me everyone, I am sorry for interrupting but can no one see our fair Elder Arthin is weak. His face is nearly green. So I implore you please can we try to come to an agreement soon so our poor elder may rest.'


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

Elenzar rises and carries his own chair over to Elder Arthin. He places the chair behind him helping to the seat, then whispers quietly to the elder.

whisper:
"Sit Elder, can I bring you anything?"


The Elder thanks Elenzar heartily as he brings the chair over.

Elenzar:
"Thank you." he says gaspingly, "A cup of water or milk will do." His left arm feels cold and limp as you bring him to his seat.

Just before Forfax spoke up, Arthin had gone very pale, though the seat Elenzar has offered him gives him back some colour.


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

Elenzar makes his way to a table at the back of the dias where he normally puts a pitcher of water for dry lips at council meetings and pours Arthin a glass. He brings it to the elder and helps him take a drink if he is unsteady. He waits a moment to see if Elder Arthin needs anything more.

He steps back to his desk makes a notation and raises his hand once more. After called on he suggests the following. "Clearly this is a hard matter. Two thing seem prudent to me, first getting children and those who cannot fight to the safety of Tidewater. Second Tidewater is likely Hearthams fall back position as well. Which means our friends from Heartham need a clear and safe road should their defenses fail or if those defenses hold, as supplies and fresh provision flow from Tidewater along the road though our village."


Nathan takes the podium again and calls out over the crowd.

"I believe Elenzar is right about our escape route, but now we don't want to think about that. We came here to warn you and ask for any aid you could give us, we will not blame you for heading towards Tidewater.
Whoever wants to fight or help us in anyway is welcomed. But we ask you to act fast, these goblins may spread more quickly than we anticipate."

A lot of people are talking to the Tarkins and the Thistleleaf family about transport to Tidewater. The head of the Thistleleaf family indicates that with the help of the Oakhalls they could manufacture several makeshift wagons and carts, enough for the elderly and the children to travel in. The Tarkins promise to use their horses and oxen to pull the carts and wagons.

Elder Arthin seems to have calmed down a lot, his colour has returned completely now. Nathan and Marek are packing their bags as they are eager to leave for home.

If you want to roleplay more just go at it, it's still early in the day, enough to do. I'll go to the next morning if you are ready for it.


Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)

taliesin is good, he will folow what ever decision is made by the elders and his family.


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

Nathaniel raises his hand and adresses the other folk around him.

"Who is considering gong to Heartham? Maybe we can discuss amongst ourselves as well."


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

Elenzar meets eyes with Nathaniel, "I would go."

Grand Lodge

Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3

Forfax stands, to to disapproving gaze of his parents, and proclaims "I too shall go." As he sits back down he looks to his parents and lowers his voice and says "It's the right thing to do."


Several hands go into the air as well as Nathaniel calls out for people that would want to fight for their village.

Among them are Forfax and Elenzar, but also the blacksmiths of Greythumb, 4 men of the Garrock family and 2 Oakhalls. Then another man of the Garrock family stands.

"We would all like to fight with you sir Heminson, but we will need guards as well for our caravan to Tidewater, the rest of our strong armed men will join the caravan."

Eventually even Talisien Flamel raises his hand to say. "I will join your army as well in the defence of Heartham."

Nathan nods, and looks at Marek approvingly.
"Your help and dedication to our cause is greatly appreciated. We will leave as soon as you all are ready, but please make haste."

Nathan and Marek leave the room and head towards the inn to gather their last belongings.

Elder Arthin makes one last speech to you all.
"For those of you who choose to fight with Heartham, I wish you all good luck and god speed, know that you will all be in our hearts as we make our way to Tidewater."
He closes his eyes and mutters a sort of blessing, when he opens them he holds out his hands and closes them again. For some reason it looks to many as though the clouds before the sun have parted.

"For all the others, we have to prepare for our journey. Greythumbs, Nathaniel would you please empty your storage of weapons and amrour that you don't need in Heartham, we might need it. Everyone else, help the Thistleleaf and Oakhall families with the making of the wagons, the sooner we have those, the sooner we can leave. May the Ancestor watch over us."

Grand Lodge

David is torn between two worlds, staying or going? He turns to his father, eyes locked with his, hoping to find the answer somewhere. After what seemed like hours, his father gave one nod, a powerful one of reassurance. With that, David turns back to the elders, stands up and addresses the elders,

I too shall go


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

It sounds like Arthin adjuned the meeting.

As the meeting breaks up Elenzar puts up a brave face ensuring everyone sucess if they follow the plan and work together. He makes his way to those who have volunteered. "Are we leaving to night or in the morning?" He turns to the men from Heartham. "Not all of us have horses. I can inquire but it maybe slim pickings."


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

"I suggest we move early in the morning. If you could get us horses that would be fantastic, but we'll see."

Grand Lodge

Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3

"I will be in no need of a horse, after I proclaimed to the town that I would be going to help my father told me to take Dolly, our family's donkey. She's not much in a fight but she can hold her own in a foot race." Dolly is really just a pack mule with a riding saddle, just for hauling and riding and I'll dismount for combat.


Nathan nods at Elenzar's words.
"We aim to leave today as soon as possible, but I don't think Heartham would worry about our tardiness if we bring extra recruits. We could leave tomorrow as well just make sure you pack everything you might need."

DM rolls:
1d20 + 2 ⇒ (19) + 2 = 211d2 ⇒ 2

Sense Motive DC 21:
Nathan believes it is not safe to travel by night, he probably doesn't want to be caught unaware by goblins.

Taliesin still has a few horses he is offering to be used, together with a few workhorses some of the families have, you muster just enough for the remaining 12 of you.

They are just light horses that are not combat trained.


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

Elenzar looks about the group, "Horses we be available. Tomorrow morning early we will be on our way then. Nathan we will be ready."


Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)

Well then see you all packed and ready in the morning.

Grand Lodge

David wonders what will lie ahead of him, but knows that worrying about it will do no good. He hears that he will be leaving tomorrow. He walks up towards Elenzar and the others going to Hearthem as well, may we have a safe trip, God speed to us all. I will bring what I need, don't worry.

What that David will head back to the shop and house to grab what few possessions he has and thinks he would have use for. He will pack his simple backpack with his trail rations. He will wrap is sling around his belt, latch his bullet pouch to he belt as well. Opposite his sling, he straps his club to himself for easy access. After that he takes his clay jug, fills it with fresh water, stoppers it and carefully places it in his pack. Finally he stuffs his bedroll in there and closes the pack as tight as he can.


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

As the group breaks up for the evening Elenzar heads briskly toward Elder Arthin to check on his condition. "Elder Arthin, I hope you are alright. Things seem dark enough. I hope my decision to go to Heartham one that you approve of. I wanted to learn more of the situation and if the main force of Goblins is there then I would rather they are meet in force there."


Elder Arthin still resides on his chair, his wife Martha has pulled up a chair beside him.

"I seem to be alright now thank you Elenzar. I think the pressure and excitement got the better of me."

He takes another sip of a refilled glass of water.
"I appreciate your decision to go to Heartham and I approve of course, why would I keep you from going if that is what you want to do?"

He takes another sip and looks at you with a mix of sadness and plight to you.
"Do promise me to stay safe and give those Garrocks and other hotheads that join you a clear head and focused mind to guide them."

He coughs and sweat drips down his forehead, Martha dries Arthin's head with a clean cloth and motions you to not get him overly excited or worried again.


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

He speaks gently and does his best to honor Martha's wish. "Elder Arthin, Thank you for the work you have given me and the welcome your family has extended to me it is something I am not used to. I will stay safe. . . . In all the hulaballou I had not asked a few questions if I may. I am still new here and only passed through Heartham. Is there anything I should keep in mind? Anything can help. Is there any message you wish me to bring in general or to anyone in particular?" He listens intently for any wisdom he might gain or instruction that Elder Arthin would share. "When you are ready I will help you and Martha home."


Arthin sighs and nods at the same time, apparently he is still a bit out of breath.

"There is one man you could talk to, our families go back to when I first went to Heartham. His name is Gerome Hammerblow, a remarkable blacksmith, if you need help in Heartham he is your man."

"There is one thing you should know about goblins, most if not every one of them, regard strength as the best way of diplomacy. Words don't mean anything until you have proven yourself. Remember that Elenzar."

Arthin gets up and is assisted by you and Martha to be escorted back to his home.

The next morning Nathan and Marek wait for many of you at the stables of Taliesin. The two Oakhalls, Jonah and Garm, arrive there quite early and chat with Marek, Nathan and Taliesin about their journey to Heartham.


Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)

I believe now is the time to saddle up and get going. If you don't know how to ride then just let the horse follow the one in front of you. Nothing bad is going to happen if you just stay at a slow walking pace. he says

Grand Lodge

Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3

Forfax awakes very early the next morning. His sleep was very restless do to a mixture of excitement and fear. Excitement to finely for the first time leave his little village and fear of what he would find once he left. Forfax had checked, and double checked, his things the night before but that didn't stop him from doing it by candle light this morning. When he's is as sure as he could be that he has everything he mounts Dolly and rides to Taliesin's stable.
As Forfax arrives he greets everyone with a shaking nervous hand.


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

Nathaniel looks as the group is about to leave.

"Well guys, off to Heartham then."

Turning towards Elenzar he asks:
"Elenzar, was elder Arthin able to give any advice for our venture?"


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

Elenzar smiles, "Yes actually he did. If we need anything hesaid look up Gerome Hammerblow. The advice . . . he said the goblins are not diplomatic unless you have proved your strength. That's a fancy way of saying you need to split a few skulls before they will listen."


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

"Hammerblow? I've heard of him. A skilled craftsman. I wouldn't mind asking him about some techniques.

Smashing a few skulls eh? What a way for diplomacy....", he said with a grin and a headshake.


Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)

I think there will be plenty of that happening


DM stuff:
1d12 ⇒ 41d2 ⇒ 1

As the last of your party, the Garrocks arrive together with the Greythumbs, carrying the last weapons they had in store plus some supplies for on the road.

Your party leaves Greenbrook, in the distance you can hear people busy working with saws and hammers, probably working on the carts for their trek. Some of you can't help but wonder how things will turn out for them and Greenbrook, will you ever see them again?

As the party moves along the road in a steady pace, things seem to grow quieter. Everything looks and sounds quiet until after about 4 miles east.
Suddenly the last few riders are under attack.

Attack on Alanor Greythumb: 1d20 + 2 - 2 ⇒ (19) + 2 - 2 = 191d6 + 1 ⇒ (5) + 1 = 6 Hit
Attack on Garrock: 1d20 + 2 - 2 ⇒ (13) + 2 - 2 = 131d6 + 1 ⇒ (3) + 1 = 4

A group of goblins steps out from the treeline to the south, brandishing their clubs and maces. A few behind them had thrown their axes towards the rear of your group.

Alanor is hurt pretty badly but he is still awake. The axe has hit him in his right shoulder, it hurst for him to lift his hammer with that arm.

Goblin:
"Kill them, take their weapons and armor. Glory to Monn and us goblins!

The first goblins are at 50 ft away from you, there are 6 goblins with maces and 3 with axes. Roll for initiative

Goblin Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Villager Initiative: 1d20 + 1 ⇒ (7) + 1 = 8
Marek Initiative: 1d20 + 1 ⇒ (8) + 1 = 9
Nathan Initiative: 1d20 + 3 ⇒ (10) + 3 = 13


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

Initiative: 1d20 + 3 ⇒ (2) + 3 = 5

Holy....bad roll :)


Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)

Init: 1d20 + 6 ⇒ (13) + 6 = 19

Grand Lodge

Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3

Initiative: 1d20 + 9 ⇒ (20) + 9 = 29

Now that is how you start a battle.


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

initiative: 1d20 + 6 ⇒ (3) + 6 = 9


David's Initiative: 1d20 + 1 ⇒ (19) + 1 = 20 Just to get things along

Initiative:
Forfax
Goblins
David
Taliesin
Nathan
Elenzar
Marek
Villagers
Nathaniel

You guys can post your actions, and possible actions if the goblins mess up your plans. Forfax is up first.

Grand Lodge

Male Aasimar Warrior 1/Cavalier 4, HP 36/39, AC 18, T 13, FF 15, Init +9, Perc +10, Fort +7, Ref +5, Will +3

Forfax jumps off of Dolly and pulls out his pitchfork. And that Should be my whole turn.


The goblins move up and a barrage of axes follows before four goblins charge your line. Two goblins with axes are moving up out of the forest to cover the axe throwers first, but look ready to charge next turn.

DM Stuff:
1d5 ⇒ 51d5 ⇒ 41d4 ⇒ 31d3 ⇒ 1

Thrown Axe vs Garrock 1: 1d20 + 2 - 1 ⇒ (14) + 2 - 1 = 151d6 + 1 ⇒ (2) + 1 = 3
Thrown Axe vs Richard Greythumb: 1d20 + 2 - 1 ⇒ (19) + 2 - 1 = 201d6 + 1 ⇒ (1) + 1 = 2
Thrown Axe vs Marek: 1d20 + 2 - 1 ⇒ (12) + 2 - 1 = 131d6 + 1 ⇒ (4) + 1 = 5

Charge attack vs Nathaniel: 1d20 + 3 ⇒ (11) + 3 = 141d6 + 1 ⇒ (3) + 1 = 4
Charge attack vs Alanor: 1d20 + 3 ⇒ (7) + 3 = 101d6 + 1 ⇒ (5) + 1 = 6
Charge attack vs Taliesin: 1d20 + 3 ⇒ (17) + 3 = 201d6 + 1 ⇒ (5) + 1 = 6
Charge attack vs Garrock 2: 1d20 + 3 ⇒ (13) + 3 = 161d6 + 1 ⇒ (6) + 1 = 7

The goblins attack in all fury and their axes find home before the rest of the charge hits your caravan. One son of the Garrock family is hit with a nasty gash on his left side, Richard just managed to evade an axe to his head, but in doing so got hit just above the shoulder. Marek easily doesn't even seem to notice the axe bouncing off of his armour.

The resulting charge of the goblins leaves many with bruises, especially Taliesin and another Garrock son that got hit right in their stomach with a mace.

"Marek! Protect the villagers, draw them to you!" Nathan shouts as the goblins had charged.
the goblins in melee now have AC 11, chop away guys.


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

Nathaniel gets off the horse and takes his smithing hammer from his belt.

That does it for the turn.

GM, would you happen to use any maps/grid lateron?


Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)

Round 1

Hurt badly from the blow Taliesin will jump of his horse and attack the nearest goblin.

Attempting a fast dismount Ride DC 20 in order to jump off horse as a free action (5ft away from goblin). Move: Draw weapon, Standard: attack fighting defensivly

Ride: 1d20 + 7 ⇒ (18) + 7 = 25

Longspear: 1d20 + 3 - 4 ⇒ (15) + 3 - 4 = 141d8 + 6 ⇒ (8) + 6 = 14

Current AC 20, remember i have reach and therefore Aoo for goblin.


Male Half-Elf Scribe=Warrior 1/Inquisitor 4 HP 30/30 AC 18 Perception +11 Init +6 Fort +6 Reflex +5 Will +7

Elenzar dismounts and draws his sword.


I will wait for a day for David to post, then I'll DMPC him, don't want to keep you guys waiting.

Thalisien strikes fast and furiously, the goblin is taken by surprise by the quick attack and the spear goes all the way through the goblin. The look in his eyes is one of disbelief as he sinks down dead to the ground.

One goblin down, Talisien, you are now staggered. wow talk about lucky GM rolls


48/48 HP AC 20,Tch.13, Flat 17 Fort+10 Ref+7 Will+9 BaB+4 CMB 9 CMD 21 Human Warrior 1/Paladin 4

Nice shishka-goblin Taliesin


Hp 33/33 AC 18 / 14 / 14 (+5 Perc; +5 Init; Fort +6, Ref +4, Will +5)

you got it wrong DM (or i didn't explain myself properly) i have a reach weapon so any other goblin will incur an Aoo from me if they move more than 5ft to try and hit me :)


Guess we did have a little misunderstanding. I thought you meant you were within 5 feet and used is up close and therefore got an AoO against you.
In any case the goblin is still dead and you are conscious.

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