The Burning Arena (Inactive)

Game Master DireMerc


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Having fought your way to through a horde of demon soldiers you have made it atop the tower were the flame general awaits. He speaks no words only waits as you climb up the stairs and a portcullis comes down the block the stairs behind you.

Make a quick post and roll init.


Dwarf Bloodrager 12 / Champion 3 | HP 211 / 211 | AC 28; T 9; FF 25 | CMD 38 | F +29; R +19; W +21 | Init +9 | Per +22

Balgrim strides towards the general confidently, his heavy bladed falchion held wide in his right hand, "So you're the flame general then? Lets hope you burn a little brighter than your soldiers..."

Initiative: 1d20 + 10 ⇒ (2) + 10 = 12 That's not a promising start, lets hope he's still alive by the time my turn rolls around :P


I'll call my ranger ginganinja, its easier than making up an entirely new alias just for a oneshot

Initiative: 1d20 + 20 ⇒ (12) + 20 = 32

Ranger already has Barkskin (+4), Protection from Energy (108 Fire damage), Resist Energy set up.

The ranger glances up at the flaming general who hovers above. Calculating the distance it stands away from him, he carefully nocks an arrow. "Perhaps this is one of those examples in nature where something burns quickly and then goes out?" he enquires curiously".


Female Human (Varisian) Cleric of Desna 8 | HP 30/57 | AC 24 T 17 FF 19 CMD 26 | F +9 R +9 W +12 | Init +4 | Perc +7 | Status: Normal

Ruperta grabs her silver Holy Symbol of Desna and screams at the demon.
"Now we will cast you back to the foul pit you crawl out from, fiend!"
Initiative: 1d20 + 15 ⇒ (8) + 15 = 23

General Bonus summary:
  • 14 extra HP
  • +1 morale bonus on attack rolls
  • +1 morale bonus on Will saves
  • +4 morale bonus on saving throws against poison
  • +4 morale bonus on saving throws against fear
  • Resist Energy (Fire) 30

  • Ruperta only bonus:
  • +3 enhancement attack and damage bonus to Vindicator, her Repeating Crossbow (not stacking with the normal +1 bonus)
  • +2 deflection bonus to AC against attacks made or effects created by evil creatures
  • +2 resistance bonus on saves against attacks made or effects created by evil creatures
  • Immune to any attempt to possess or exercise mental control over Ruperta. Only functions against spells and effects created by evil creatures or objects
  • Prevents bodily contact by evil summoned creatures, and can't approach to 10'. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

  • Boss init init: 1d20 + 16 ⇒ (8) + 16 = 24

    So he goes on 24 and 18 due to dual init.

    So far

    Ginha = 32
    Boss = 24
    Ruperta = 23
    Boss = 18
    Balgrim = 12

    Gonna wait a while later and see if the other makes a post sent him a message.


    Sorry, gotta make up my alais, be a sec. Didn't realize it had started.


    "You ought to be a bit more entertaining than your lackeys right?"
    init: 1d20 + 14 ⇒ (8) + 14 = 22


    Dwarf Bloodrager 12 / Champion 3 | HP 211 / 211 | AC 28; T 9; FF 25 | CMD 38 | F +29; R +19; W +21 | Init +9 | Per +22

    I was under the impression that you went again at init-20 with dual initiative? Should the flame lord not go at 24 and 4 respectively?


    Yeah I did screw that up somehow. I'm thinking about it and have no idea were I got 18 from.

    Ginga = 32
    Boss = 24
    Ruperta = 23
    Error =22
    Balgrim = 12
    Boss = 4

    go ginga


    Swift Action to grant all allies Mythic Bond, +6 to attack and damage rolls. Ranger triggers his boosts of speed, granting him haste, factored into his attack routine below.

    Attacking with Mythic Rapid Shot, Mythic Manyshot and Mythic Deadly Aim: 1d20 + 25 + 6 + 1 ⇒ (17) + 25 + 6 + 1 = 491d20 + 25 + 6 + 1 ⇒ (14) + 25 + 6 + 1 = 461d20 + 25 + 6 + 1 ⇒ (12) + 25 + 6 + 1 = 441d20 + 25 + 6 + 1 ⇒ (15) + 25 + 6 + 1 = 471d20 + 25 + 6 + 1 ⇒ (8) + 25 + 6 + 1 = 401d20 + 25 + 6 + 1 ⇒ (11) + 25 + 6 + 1 = 431d20 + 20 + 6 + 1 ⇒ (14) + 20 + 6 + 1 = 411d20 + 15 + 6 + 1 ⇒ (16) + 15 + 6 + 1 = 38

    Damage: 1d8 + 20 + 6 ⇒ (7) + 20 + 6 = 331d8 + 20 + 6 ⇒ (2) + 20 + 6 = 281d8 + 20 + 6 ⇒ (6) + 20 + 6 = 321d8 + 20 + 6 ⇒ (4) + 20 + 6 = 301d8 + 20 + 6 ⇒ (4) + 20 + 6 = 301d8 + 20 + 6 ⇒ (5) + 20 + 6 = 311d8 + 20 + 6 ⇒ (7) + 20 + 6 = 331d8 + 20 + 6 ⇒ (2) + 20 + 6 = 28

    Spending 1 Mythic Power via Amazing Init to get an extra standard so I can attack one more time.

    Attack Roll: 1d20 + 25 + 6 + 1 ⇒ (20) + 25 + 6 + 1 = 52
    Damage: 1d8 + 20 + 6 ⇒ (6) + 20 + 6 = 32
    Critical Confirm: 1d20 + 25 + 6 + 1 ⇒ (16) + 25 + 6 + 1 = 48
    Additional Damage if any: 2d8 + 20 + 6 ⇒ (8, 5) + 20 + 6 = 39

    If everything hit, I think thats 319 damage off the bat. Is this thing flat footed?


    Yes but he is immune to precision damage, critical hits and sneak attack


    Ah, cool ability then. IIRC that means he takes only 280 assuming all of those shots hit, which I guess is still ok. Realised that I didn't factor in the +1 from Ruperta if it matters.


    some missed will check it out in a moment. in the meantime here is a map for the fight. feel free to move around in the start zone I just put you in at random.

    encounter


    Female Human (Varisian) Cleric of Desna 8 | HP 30/57 | AC 24 T 17 FF 19 CMD 26 | F +9 R +9 W +12 | Init +4 | Perc +7 | Status: Normal

    Ruperta will casts a Mythic Blessing of Fervor spell on her turn so it is better if we all are within 55' of Ruperta.


    Dwarf Bloodrager 12 / Champion 3 | HP 211 / 211 | AC 28; T 9; FF 25 | CMD 38 | F +29; R +19; W +21 | Init +9 | Per +22

    I'm fairly certain we all have haste Ruperta. Might be a better use for your action.

    Immune to crits and precision damage is impressive. Elemental Body by chance?


    As the spell fiery body


    Last chance to move you characters on the map before I begin his offensive.


    Dwarf Bloodrager 12 / Champion 3 | HP 211 / 211 | AC 28; T 9; FF 25 | CMD 38 | F +29; R +19; W +21 | Init +9 | Per +22

    I can't seem to edit it at all. I'd step down to the bottom right corner of the starting area if possible.


    Female Human (Varisian) Cleric of Desna 8 | HP 30/57 | AC 24 T 17 FF 19 CMD 26 | F +9 R +9 W +12 | Init +4 | Perc +7 | Status: Normal
    Balgrim Balor-Breaker wrote:
    I'm fairly certain we all have haste Ruperta. Might be a better use for your action.

    Even so, that grant us a +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves, plus a 30' speed increase.

    I can't move Ruperta's token either.


    The map is not interactive sorry just give the coordinates to were you want to move


    Female Human (Varisian) Cleric of Desna 8 | HP 30/57 | AC 24 T 17 FF 19 CMD 26 | F +9 R +9 W +12 | Init +4 | Perc +7 | Status: Normal

    Ruperta is good where she is.


    Error hasn't moved yet since entering, so I imagine being in the start zone is appropriate.


    Crunched the numbers he took 4 hits for a total of 82 damage from ginga.

    Well here he comes.

    The lord of flames rushes forward flying on wings of fire he hovers just 5 feet above ground level and goes straight for Ginga. As he approaches his body burst into white hot flames and there is a blinding flash.

    Everyone looking in his direction (I assume everyone is) must make a dc 24 fort save or be blinded for 1d4 rounds. A creature that succeeds at a DC 24 Fortitude save is instead dazzled for 1 round

    He then launches a fireball into the center of the group.

    damage: 10d6 ⇒ (2, 4, 6, 4, 4, 3, 3, 5, 1, 6) = 38

    Being caught in the blast also he is healed by the flames. (healed 13)

    He then claws Ginga.
    attack: 1d20 + 28 ⇒ (20) + 28 = 481d6 + 9 + 3d6 ⇒ (3) + 9 + (3, 6, 4) = 25

    confirm crit additional damage: 1d20 + 28 ⇒ (18) + 28 = 461d6 + 9 ⇒ (2) + 9 = 11

    He spends a mythic point to make it ignore fire resistance and fire immunity.

    A glowing rune appears on ginga were he hit.

    realised I forgot the numbers on the previous map fixed it now.

    updated map

    Ginga = 32
    Boss = 24
    Ruperta = 23 <------
    Error =22 <-----
    Balgrim = 12 <------
    Boss = 4


    Did he spend that mythic point after he swift action cast that fireball? 82 Damage looks a little low, does he have DR/Epic or something?

    Fort Save: 1d20 + 18 ⇒ (12) + 18 = 30
    Reflex Save: 1d20 + 25 ⇒ (16) + 25 = 41

    Evasion means I take no damage from that fireball.

    HP: 160--->135 HP


    used the following abilities.

    Moved up (move action)

    Quicken spell like ability -> fireball (free action)

    Blinding Blaze (Su)
    Can expend one use of mythic power as a swift action to burn brightly, granting it a blinding gaze attack. This gaze causes blindness for 1d4 rounds and has a range of 60 feet. A creature that succeeds at a DC 24 Fortitude save is instead dazzled for 1 round. The save DC is Constitution-based.

    Inferno (Ex)
    Can expend one use of mythic power as an immediate action to lose its vulnerability to cold for 1 round. During this time, any fire damage it deals ignores fire resistance and fire immunity.

    Standard action to attack.


    Does he have another custom ability making Fireball a free action, cos IIRC its a swift action. Which means.

    Blinding Blaze: Swift Action (cannot use in the same round as an Immediate Action)
    Inferno: Immediate Action (cannot use in the same round if using a swift action on something else)/
    Quicken SLA: Fireball: Swift Action.
    Move: (Move)
    Standard: Attack.

    If its got an ability to allow it to have more than one swift action per round, then thats all good, I'm just trying to keep track.

    Quote:
    Using an immediate action on your turn is the same as using a swift action and counts as your swift action for that turn.
    Quote:
    You can perform one swift action per turn without affecting your ability to perform other actions. In that regard, a swift action is like a free action. You can, however, perform only one single swift action per turn, regardless of what other actions you take.


    Female Human (Varisian) Cleric of Desna 8 | HP 30/57 | AC 24 T 17 FF 19 CMD 26 | F +9 R +9 W +12 | Init +4 | Perc +7 | Status: Normal

    Fortitude Save: 1d20 + 13 ⇒ (14) + 13 = 27
    Ruperta manages to get her eyes off the creature, and avoids getting blinded. He only remains with spots on her line of sight (she is dazzled).
    The Fireball has Reflex save for Half Damage? What is the DC?
    ReflexSave: 1d20 + 15 ⇒ (1) + 15 = 16
    No matter, she takes the full blast.
    HP: 126 --> 88

    Ruperta's turn:
    - Standard Action: She casts Mythic Blessing of Fervor (1 mythic point spent)
    - She chooses from the spell: Stand up from prone and +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves.
    - Free action: You can expend one use of mythic power to take an additional standard action during that turn. (2 mythic points spent)
    - Standard action: she activates Vindicator Legenday Item spell Abundant Ammunition.
    - As a move action she uses her Dimensional Hop Domain power to teleport 30' behind the demon (L9).
    - Next turn she is not dazzled anymore.

    General Bonus summary:
  • 14 temporary HP
  • Mythic Blessing of Fervor (12 rounds)
  • +1 morale bonus on attack rolls
  • +1 morale bonus on Will saves
  • +4 morale bonus on saving throws against poison
  • +4 morale bonus on saving throws against fear
  • Resist Energy (Fire) 30

  • Ruperta only bonus:
  • Abundant Ammunition (3 minutes)
  • +3 enhancement attack and damage bonus to Vindicator, her Repeating Crossbow (not stacking with the normal +1 bonus)
  • +2 deflection bonus to AC against attacks made or effects created by evil creatures
  • +2 resistance bonus on saves against attacks made or effects created by evil creatures
  • Immune to any attempt to possess or exercise mental control over Ruperta. Only functions against spells and effects created by evil creatures or objects
  • Prevents bodily contact by evil summoned creatures, and can't approach to 10'. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Summoned creatures that are not evil are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell Resistance can allow a creature to overcome this protection and touch the warded creature.

  • Spent resources:
  • 88 HP
  • 2 mythic points
  • 45' from Dimensional Hop
  • Stand up from prone and +2 bonus on attack rolls and a +2 dodge bonus to AC and Reflex saves (Blessing of Fervor)

  • Well then. I didn't realize that. Had my action a bit confused. I looked at mythic monster and found an ability that suits my needs. Lets him expend one use of mythic power to take either an extra move or an extra swift action each round. Still limits him to just 2 so will not do the Inferno right now. Dc for the fireball is 24


    Female Human (Varisian) Cleric of Desna 8 | HP 30/57 | AC 24 T 17 FF 19 CMD 26 | F +9 R +9 W +12 | Init +4 | Perc +7 | Status: Normal

    So the Resistance to Fire (30) we all have applies? Sweet! We only take 8 damage if we fail the Saving Throw, no damage if we made it.


    Also he has DR/Cold Iron and Good Ginga I checked quickly and your weapon isn't holy and didn't see cold Iron arrows and didn't see anyting feat or ability for bypassing dr but I could be wrong.


    You need a +3 weapon to bypass DR /Cold Iron, and a +5 weapon to bypass alignment based DR, which I believe I have. Its pretty much the reason why I didn't feel it necessary to enchant my weapon with holy. If I am incorrect on this, please correct me, but I'm pretty sure waayyy back I had a friend tell me this so I hope its true ^_^. If thats not the case, I think I still have enough cash to retroactively buy cold iron arrows and the like.


    No that is true So he took 122 damage. Nearly half his hp, this wont be a long fight it seems.


    reflex save: 1d20 + 22 ⇒ (1) + 22 = 23 sheesh, only way I could have taken damage from that

    8 damage

    Use amazing initiative and the speed from his haste to move to A8.

    Likely he will provoke an AOO which he will parry.

    parry: 1d20 + 33 ⇒ (19) + 33 = 52
    riposte: 1d20 + 33 ⇒ (9) + 33 = 42 damage: 1d6 + 17 + 2d6 ⇒ (3) + 17 + (5, 5) = 30
    Weapon is a +4 bane evil outsider rapier, against evil outsiders it is a +6 weapon, and will bypass all material and alignmnent DR.

    In this position he gets his full attack.

    to hit: 1d20 + 33 ⇒ (18) + 33 = 51 damage: 1d6 + 17 + 2d6 ⇒ (2) + 17 + (1, 3) = 23
    to hit: 1d20 + 28 ⇒ (13) + 28 = 41 damage: 1d6 + 17 + 2d6 ⇒ (3) + 17 + (2, 1) = 23
    to hit: 1d20 + 23 ⇒ (9) + 23 = 32 damage: 1d6 + 17 + 2d6 ⇒ (4) + 17 + (6, 1) = 28

    In case the critter decides to attack him, he has unlimited AOOs from mythic combat reflexes, and with signature deed he does not use panache to parry so can keep it up all day. Not sure how many attacks the critter might get.

    some parries:

    parry: 1d20 + 33 ⇒ (11) + 33 = 44
    riposte: 1d20 + 33 ⇒ (2) + 33 = 35 damage: 1d6 + 17 + 2d6 ⇒ (6) + 17 + (5, 4) = 32
    parry: 1d20 + 33 ⇒ (6) + 33 = 39
    riposte: 1d20 + 33 ⇒ (15) + 33 = 48 damage: 1d6 + 17 + 2d6 ⇒ (3) + 17 + (2, 5) = 27
    parry: 1d20 + 33 ⇒ (13) + 33 = 46
    riposte: 1d20 + 33 ⇒ (8) + 33 = 41 damage: 1d6 + 17 + 2d6 ⇒ (4) + 17 + (4, 3) = 28
    parry: 1d20 + 33 ⇒ (6) + 33 = 39
    riposte: 1d20 + 33 ⇒ (11) + 33 = 44 damage: 1d6 + 17 + 2d6 ⇒ (5) + 17 + (2, 5) = 29
    parry: 1d20 + 33 ⇒ (6) + 33 = 39
    riposte: 1d20 + 33 ⇒ (17) + 33 = 50 damage: 1d6 + 17 + 2d6 ⇒ (6) + 17 + (3, 5) = 31
    parry: 1d20 + 33 ⇒ (17) + 33 = 50
    riposte: 1d20 + 33 ⇒ (11) + 33 = 44 damage: 1d6 + 17 + 2d6 ⇒ (5) + 17 + (5, 1) = 28


    Dwarf Bloodrager 12 / Champion 3 | HP 211 / 211 | AC 28; T 9; FF 25 | CMD 38 | F +29; R +19; W +21 | Init +9 | Per +22

    Error, did you remember the +6 atk/dam from Ginga?

    Fort Save: 1d20 + 24 ⇒ (7) + 24 = 31
    Reflex Save: 1d20 + 20 + 4 ⇒ (13) + 20 + 4 = 37 So no damage and dazzled for the round.

    Balgrim squints slightly at the flame lord's blaze and simply lets the fireball wash over him unconcernedly, "My turn.

    Use free actions to activate bloodrage, titan's rage, and amazing initiative for an extra standard attack action. I'll add the spell Adhesive Blood to my bloodrage. Costs two uses of mythic power total. I'll use two uses of destined strike to grant my weakest two attacks +6 to hit.

    Bellowing, Balgrim seems to burst upwards, growing to double his height before tearing into the flame lord with his now massive falchion.

    Falchion 1-PA, Reckless Abandon, Favored Enemy: 1d20 + 34 + 4 + 6 ⇒ (13) + 34 + 4 + 6 = 57
    Damage: 2d6 + 42 + 6 ⇒ (6, 2) + 42 + 6 = 56
    Falchion 2: 1d20 + 30 + 4 + 6 ⇒ (3) + 30 + 4 + 6 = 43
    Damage: 2d6 + 42 + 6 ⇒ (3, 3) + 42 + 6 = 54
    Falchion 3: 1d20 + 25 + 4 + 6 + 6 ⇒ (20) + 25 + 4 + 6 + 6 = 61
    Damage: 2d6 + 42 + 6 ⇒ (3, 5) + 42 + 6 = 56
    Falchion 4: 1d20 + 20 + 4 + 6 + 6 ⇒ (11) + 20 + 4 + 6 + 6 = 47
    Damage: 2d6 + 42 + 6 ⇒ (3, 1) + 42 + 6 = 52
    Falchion - Amazing Init: 1d20 + 30 + 4 + 6 ⇒ (16) + 30 + 4 + 6 = 56
    Damage: 2d6 + 42 + 6 ⇒ (4, 6) + 42 + 6 = 58

    Raging Balgrim's falchion is +5 so it should bypass DR

    Based on Ginga's 4 hits, I think only the 2nd attack misses. Should be a total of 222 damage from the other 4 hits. If Ginga did nearly half his hp, I'd say this fight is definitely over.


    Yep that would do it these characters are just too strong. This guy is stronger than most cr 20's in the monster manual and you guys can each kill him by yourselves.

    I'd have to make his damage reduction dr:/- increase his ac to like 50 and give him like 500 hp for him to be a challenge


    Mythic does take characters off the rails. First thing though, no matter what you do, a singular bad guy will be paste simply due to action economy. Even with the extra mythic actions, he will still get dog piled.

    I would recommend some support for him.

    If you make the DR into X/- , plus more HP, plus more AC, you might well go over the top. I might skip the DR since there are mythic ways around even DR/-. Also plays like to feel they are making progress (and if you have enough HP on him, it will just be small progress). Since he's immune to precision damage, that will already nerf the damage of a lot of builds.


    I think I will make him heal from fire at a 1 to 1 ration instead of 3 to 1


    Female Human (Varisian) Cleric of Desna 8 | HP 30/57 | AC 24 T 17 FF 19 CMD 26 | F +9 R +9 W +12 | Init +4 | Perc +7 | Status: Normal

    If you want samples, I ran a heavily modified Kingmaker campaign with high level mythic characters, and gave them a run for their money.
    Yes, what you need is to have the bad guys:
    - Prepare for the players, have their defenses up, prepare their traps, ambush them, summon all the help they can get.
    - Get the Big bad behind some kind of cover, hard to reach, hard to attack, while he can harass the good guys. To reach them the heroes have to spend time / resources and take risks.
    For a sample combat, check the attack on the Stag Lord fort.
    At the end of the encounter planning you should say: "There is no way this guys are going to survive". If you get to that point, the encounter is really "Mythic".


    I don't know if it is your intention, but you might as well use us in an iterative fashion until you figure the encounter is nasty enough.


    I need to make him so that range attacks aren't very effective and meele attacks can hit him and not hurt him too much.

    His main ability the one I want to exploit to the maximum is

    Explosion (Su)
    Any object or creature that comes in physical contact with an explosion demon gains a glowing mark. This mark is a charge of explosion. Up to five charges can be stacked

    on a single item or creature. At will the explosion demon can detonate any number of marks. Each marks that explodes deals 6d6 fire damage to each creature whitin 10 feet of the mark.

    Anyone hit can make a dc 24 reflex save to take half damage from a held item that explodes but get no save if the mark is on their person on a worn armor.

    Magical items that have a rune on them are not harmed by the explosion but non-magical items are destroyed if the damage exceeds their hardness.


    Female Human (Varisian) Cleric of Desna 8 | HP 30/57 | AC 24 T 17 FF 19 CMD 26 | F +9 R +9 W +12 | Init +4 | Perc +7 | Status: Normal

    The bad news that that Fire Resistance (30) makes the mark's damage a 6 HP maximum issue. Nothing.


    True but inferno lets him spent 1 mythic point to make all his fire abilities (including explosion) bypass fire resistance and immunity and if he stack multiple runes and if they overlap from 2 party members next to each other for example you can do a good amount of damage.


    Ok I reworked him. I fleshed out an entire tower and a legion of followers. You can start at the bottom of the tower and work your way up to fight him if you want.


    Might as well.


    Female Human (Varisian) Cleric of Desna 8 | HP 30/57 | AC 24 T 17 FF 19 CMD 26 | F +9 R +9 W +12 | Init +4 | Perc +7 | Status: Normal

    Can we "buff up" before the fight?


    sure


    I'd recommend giving him DR/Epic, and making Incinerate a passive ability, something he doesn't need to burn mp or an action to do. Makes him less swift action gated. He is also going to need allies. A Wind Wall is going to delay any full attack from an archer until its dispelled by a wizard or whatever, enemies within close range etc.

    He made a tactical error walking into melee range against me, because it allowed our ground forces easy access to full attack.

    I wouldn't maximise his HP / AC, because then it becomes something that party cannot fix, its binary, out of their hands. There is a boosted encounters guide for WotR and its CR 27 foes don't even have an AC beyond 55. Tactics are more what he needs, as well as additional allies on the battlefield, rather than just inflating his statblock.


    Female Human (Varisian) Cleric of Desna 8 | HP 30/57 | AC 24 T 17 FF 19 CMD 26 | F +9 R +9 W +12 | Init +4 | Perc +7 | Status: Normal

    So... we are doing another go to the battle, right? But now we get to "buff up" before it?


    Yes. I just finished moving and the internet is not setup at my new apartment right now so I posting using a friends computer. However It should be up soon. Will resume again asap. Feel free to buff and get ready to enter the tower.


    OK I am back online. It is late at night currently so I wont be making a new post just a heads up that my internet is back up so I will be returning full time starting tomorrow.

    I'd like it if everyone could make any post just so I see your all still around.

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