The Dragon Reborn

Game Master DEWN MOU'TAIN

The Battle at Dumai Wells is a total disaster. The asha'man suffer defeat at the hands of the Shaido and Tar Valon emmisaries. The Dragon is brought to Tar Valon.

perception checks:

perception checks
ryvin [dice]1d20+4[/dice]
litheene [dice]1d20+2[/dice]

keelix [dice]1d20+15[/dice]
vala [dice]1d20+10[/dice]
alathea[dice]1d20+5[/dice]
kodokura[dice]1d20+11[/dice]
rhoekk[dice]1d20+16[/dice]
fia[dice]1d20+17[/dice]
ryland[dice]1d20+13[/dice]

map of surrounding vicinity

battle map


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"I will always strive to write better" , 25 years gaming, 20 yrs DM

one trolloc is tied up and held in hardened air. another is dead, and two of them fled out the bottom door.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

the true power:

The True Power

Description
The True Power is different from the One
Power. It originates from the Dark One and
is accessible only to his greatest servants.
Male or female channelers can use it
equally well.
It is far more addicting than the One
Power; many of the Forsaken believe that
it would be impossible to resist. The lure of
its use is that it cannot be detected by
either sex and it appears to be impossible
to cut a weave made of the True Power
(see Cut Weave in chapter 6). It appears
not only to be an extra source of power,
but also a more potent one. The physical
manifestation of the addiction seems to be
the saa, black flecks that float across the
eyes. Eventually, the use of the True Power
will lead all those who use it to insanity,
death, or possibly even worse. Even among
the Forsaken, it is believed that only 29
people have ever used this power. Only the
Forsaken, Moridin, freely uses the True
Power.

Addiction Game Mechanic
Use of the True Power will eventually
addict anyone, unless the Dark Lord
shields him or her from it. Only the
Nae'blis has the possibility of earning this
distinction. Each time the True Power is
used, it requires a Wisdom check vs. a DC
of 12 (a 1 automatically fails). Each failure
accumulates until the number of failures
reaches half of the character’s current
Wisdom; at that time the character is
considered addicted. They must make a
Will saves (DC 25) from that point on in
order to use the One Power. They have
taught themselves to instinctually reach for
the True Power.
A character with even 1 failed check will
have the saa markings, the closer they are
to addiction the more pronounced the saa.
If a character accumulates as many failures
as they have points in Wisdom, they will
pay the Dark Lord’s price.

True Power Mechanics
Any person entitled to use the True Power
may draw upon it to channel any weave
that they know, even if they do not have
the Talent. They do not use a One Power
slot for this weave. They must immediately
make a Wisdom Check vs. a DC of 12;
handle failure as noted in the Addiction
section. This weave may not be detected or
cut. It leaves no residue that is discernible
to other channelers.

Severing True Power
If a Forsaken is in the place between
worlds with someone of the same gender,
that person can see the black tendril of the
Dark One touching the Forsaken. It is
possible in that place to either Shield or
Sever the Forsaken from his master. The
mechanics for doing this work in an
identical fashion to the two weaves, but
they have a different effect. Cutting a
Forsaken free of the Dark One instantly
strips them of their Forsaken Template.
They may not wield the True Power, they
begin to accumulate Madness, and they no
longer have command over Shadowspawn.
The Dark One looks unfavorably on any
servant that has been sundered from him.
It might be possible to come back into the
graces of the Dark One. This would require
a trip to Shayol Ghul and a re-pledging of
fealty. This unenviable task is just as likely
to result in the death of the Forsaken as it
is to restore his connection to the Dark
One.


Female Human Wilder 11 / Armswoman 1; Init +3 (+1 Dex., +2 Duelist feat); Senses Perception +4 Defense 26 (+1 Dex., +11 Def. bonus, +4 chain shirt) hp 65/97 Fort +11; Ref +8; Will +11

Yup. As a character, I was attacking a Delve-weave spun with saidar, though, on the basis that Litheene was going doolally while maintaining some sort of connection.

As a player, I hope that snapping that thread will also snip the link with the True Power. ^^; Guess we'll find out whether it will or not...


Female Human Seanchan Wilder 2 / Initiate 3 / Aes Sedai 6

Is there an analogy of embracing the TP?
Is it "always embraced" or is it simply not required, and one channels away weaves when using it, and each weave counts as |connecting to the TP"?


Female Human Wilder 11 / Armswoman 1; Init +3 (+1 Dex., +2 Duelist feat); Senses Perception +4 Defense 26 (+1 Dex., +11 Def. bonus, +4 chain shirt) hp 65/97 Fort +11; Ref +8; Will +11

Graendal describes it at one point as "opening herself to the Dark One's mastery of her", or somesuch.

To use saidar, you surrender to it.
To use saidin, you reach out and seize it.

To use the True Power, apprently you admit and acknowledge you are the slave of the Dark One...


Female Human Wilder 11 / Armswoman 1; Init +3 (+1 Dex., +2 Duelist feat); Senses Perception +4 Defense 26 (+1 Dex., +11 Def. bonus, +4 chain shirt) hp 65/97 Fort +11; Ref +8; Will +11

Oh, *bleep*! o_o; This is one messed-up dungeon! I hope Vala won't be carrying a permanent memento of this event.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

:D


Female Human Wilder 11 / Armswoman 1; Init +3 (+1 Dex., +2 Duelist feat); Senses Perception +4 Defense 26 (+1 Dex., +11 Def. bonus, +4 chain shirt) hp 65/97 Fort +11; Ref +8; Will +11

I see you saw what I did there. ;)


Female Human (Borderlander) Armsman 7/Woodsman 3 Reputation: +10 Warder bond w/Litheene,HP:116(current 86)

Oh dear god! My character is in danger


"I will always strive to write better" , 25 years gaming, 20 yrs DM

My pbp friends:

I have some really bad news to impart.

I will no longer be able to keep two individual WOT campaigns going at the same time. My school work has increased drastically, to the point where i am spending some of my lunch breaks at work doing the homework. Unfortunately this is cutting into the campaign, and i dont want to keep you guys hanging around, waiting days for something from me.

While i cannot run two campaigns, i can run one. The problem is how will I do this one? Will i just continue one of these campaigns (the taint or the dragon reborn), do i use balefire and burn away the pattern back to the basement of Lord Jareen's house and start a new? Or do i have everyone travel to Seanchan in Real Time? And most importantly, what about you, the players? Do i say "everybody join up" or do i say "i am choosing 6"?

We have been a team for the last 2 years, so i would like to know your thoughts about the next steps for this group.


Female Human Wilder 11 / Armswoman 1; Init +3 (+1 Dex., +2 Duelist feat); Senses Perception +4 Defense 26 (+1 Dex., +11 Def. bonus, +4 chain shirt) hp 65/97 Fort +11; Ref +8; Will +11

Let me ask a counter-question: can you handle a joint group?

Because if so, everybody joining back up into one team would be my personal preference. I know I'm still the new guy here, but that's my vote.

And no need to drop us back into the main world. I have an idea for you, if you're interested. I'll PM you.


Female Human (Borderlander) Armsman 7/Woodsman 3 Reputation: +10 Warder bond w/Litheene,HP:116(current 86)

I like the group rejoining as well


"I will always strive to write better" , 25 years gaming, 20 yrs DM

to be honest, i have been giving a lot of consideration towards merging the two groups back again. the only problem that comes about is that there are 12 people total, and with so many, some people may be accidentally overlooked with actions. It would take some adjusting on my part, but ive done it once. i can do it again...


Hp 31/31 AC 17 / T 13 / FF 14 (+9 Perc; +3 Init; Fort +5, Ref +6, Will +3)

i am fine with avec a large group as long as combat is handle in a tamely and orderly fashion.. :)


Male Human (Midlander) Wolfbrother 9/Blademaster 2; Init +4; Senses: Low-Light Vision, Scent, Sense Emotion, Perception +15; AC 23 (+2 Dex., +11 Def. bonus); HP 129/129; Fort +13; Ref +8; Will +11

I am thoroughly enjoying this campaign and would like to continue to play. I have been part of a large group both in pbp and in real life, so I can be very patient with the challenges that are inherent to a large group. I would vote for merging them both together as well. Thank you for considering my opinion.

Rizzen, in answer to your question from long ago about the meaning of Keelix's wolf name, I can either post the answer here, or send it to you in a PM as you prefer. sorry it has taken so long to get it figured out.

Stephen, do you by chance speak french? ;)


Female Human Seanchan Wilder 2 / Initiate 3 / Aes Sedai 6

Well, I am enjoying the game and the setting, so I would prefer the groups to be joined somehow, and will be glad to continue even if the group is big.

We can set rules for combat or for posting in general so that characters can be DMPCed, or even agree between the players for someone to decide for them, to avoid putting too much on the DM.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

looks like i have overwhelming support on the idea of merging the groups. let me figure out how i am going to put you both back together...


Male Human (Midlander) Wolfbrother 9/Blademaster 2; Init +4; Senses: Low-Light Vision, Scent, Sense Emotion, Perception +15; AC 23 (+2 Dex., +11 Def. bonus); HP 129/129; Fort +13; Ref +8; Will +11

Huzzah!

Standing by.


Female Human Wilder 11 / Armswoman 1; Init +3 (+1 Dex., +2 Duelist feat); Senses Perception +4 Defense 26 (+1 Dex., +11 Def. bonus, +4 chain shirt) hp 65/97 Fort +11; Ref +8; Will +11

Hooray! ^^ Everybody, high five!


Female Ebou Dari Wilder 7/(former potential) Aes Sedai 4
current stats:
hp 50/59, weaves remaining 6/6/6/4/4/2/1

Alathea checking in! Hi, everyone!

Nice work there, Rizzenmagnus! I certainly like this twist!


Female Human Seanchan Wilder 2 / Initiate 3 / Aes Sedai 6

Welcome back!
And here I was middle way reading up on your adventures :)


"I will always strive to write better" , 25 years gaming, 20 yrs DM
Alathea Sedai wrote:

Alathea checking in! Hi, everyone!

Nice work there, Rizzenmagnus! I certainly like this twist!

should be enough of you to challenge a Forsaken... or join.


Human (Aiel) Algai 2 / Wilder 5 / Wise One 2 HPs (89) | F+ (10); R + (10); W+ (12)| Perc +17
Spoiler:
Weaves Remaining: 6/6 0lvl; 6/6 1st; 5/5 2nd; 4/4 3rd; 2/2 4th; 1/1 5th; 1/1 6th

*waves* Just checking in. I'm just getting home after a 15 hour day, so i'll post tomorrow when I'm hopefully coherent.


Female Human (Borderlander) Armsman 7/Woodsman 3 Reputation: +10 Warder bond w/Litheene,HP:116(current 86)

Hi Everyone


Hp 31/31 AC 17 / T 13 / FF 14 (+9 Perc; +3 Init; Fort +5, Ref +6, Will +3)

indeed hello :)


1 person marked this as a favorite.
Female Human Wilder 11 / Armswoman 1; Init +3 (+1 Dex., +2 Duelist feat); Senses Perception +4 Defense 26 (+1 Dex., +11 Def. bonus, +4 chain shirt) hp 65/97 Fort +11; Ref +8; Will +11

Did anyone else's mind go to a really weird place where the shadowspawn's roar translates as "Oh, yeah!" ? ^^;


"I will always strive to write better" , 25 years gaming, 20 yrs DM

lol
funny thing is...its not in the room yet...you're only seeing its face...


Init +5, HP:180/180; AC:21(24), F:10,R:10, W:4:Senses:Low Light Vision, Scent, Perception: +20

Rizzen,
Can I please get you to send me the changes to woodsman and wolf brother again?


Male I am a meat Popsicle

changes to woodsmen?


"I will always strive to write better" , 25 years gaming, 20 yrs DM

wolfbrother feats:

Wolfbrother Feats
(By Geoff Hall)
Old things come again, what once was lost
is discovered again and what is moves as
much backwards as it does forward.
Abilities and talents lost to Man since time
unrecorded once more emerge in the most
unlikely of individuals.
Sniffers, Viewers, and Wolfbrothers all
have abilities not linked to the One Power,
but to something else, something different.
They are linked to some power from the
old times, which return with the infinite
turnings of the Wheel at the decree of the
Pattern.
This article describes an alternate method
of handling Wolfbrothers from that
presented in the core rulebook. The game
designers decided to use a prestige class to
handle Wolfbrother characters and yet, for
all of the other lost abilities they used a
new mechanic, Latent feats. I have always
had the impression that a tree of Latent
feats, like the Dreaming feats, would far
better represent Wolfbrothers than a
prestige class and so below I present a set
of feats to be used in this manner: Latent
Wolfbrother, Wolfbrother, Heightened
Senses, Wolf Dream, Acceptance of Fate
and Pack Alpha. Below these I also
present an alternate set of madness
characteristics for Wolfbrothers.
Note from the editors: See chapter 10 for
Geoff’s Wolfbrother madness system.

Latent Wolfbrother
You have an untapped ability to
communicate with wolves.
Benefit: This feat is a prerequisite for
other feats associated with the lost ability
to be a Wolfbrother. It provides no other
benefits in and of itself.

Wolfbrother
Your ability as a Wolfbrother manifests
itself and you begin to communicate with
the pack.
Prerequisites: Latent Wolfbrother.
Benefits: You gain the ability to
communicate with wolves telepathically
over a distance of your level × 5 miles.
This link allows you to ask for the aid of
wolves within your communication range.
1d6 wolves will come to you if you
succeed at an Animal Empathy check (DC
15), unless it specifically endangers the
wolves. In that case, the DC rises to 20.
No check is needed if you are asking for
aid against Shadowspawn creatures and
you gain an extra 1d3 wolves if you ask for
aid in fighting a Myrddraal. The wolves
will arrive 10 minutes × your distance in
miles from them when they are summoned
and will leave once their aid has been
given for that situation. This can only be
done once per day. You also develop
golden eyes like those of a wolf. This
grants the character a +2 circumstance
bonus to Bluff and Intimidate checks, but a
-2 penalty to Diplomacy and Disguise
checks and adds +1 Reputation.
Special: Wolf Rage: Each time the
Wolfbrother fights, he must make a Will
saving throw, DC 15 (DC 20 when fighting
alongside wolves), or he will go into a
rage. This rage grants him a temporary +2
bonus to Str and Con, but a -2 penalty to
AC. All of these modifiers cease at the end
of the fight (note that the Con bonus gives
the Wolfbrother a temporary boost in HP
for the duration of the fight and that these
extra HP are lost at the end of the fight
along with the other effects of the Wolf
Rage which could conceivably lead to the
death of the Wolfbrother).
Wolf name: The wolves that you first
befriend give you a wolf name to describe
you in your dealings with wolves. This
name and the associated image (and scent,
etc.) may develop and change as you
become more integrated with the pack.
Madness: Upon taking this feat, the
character gains a madness rating (1d6
rolled secretly by the GM) and gains 1
point of madness each time he
communicates telepathically with wolves
or enters a Wolf Rage. Taking the Mental
Stability feat can still reduce this rating.
Additionally, for every 10 points of
madness gained through communicating
with wolves or entering a Wolf Rage, the
character may gain one of the feats
Heightened Senses or Wolfdream for free.
Accelerated Madness: At a cost of an
additional 1d6 madness points, the
character may take the Wolfbrother feat in
conjunction with the Latent Wolfbrother
feat at 1st level.

Heightened Senses
You gain the senses of a wolf.
Prerequisites: Wolfbrother.
Benefits: The character gains senses far
superior to an ordinary human. He gains
the ability to see twice as far as a normal
human in daylight and in dim light (such as
star light) and can see as far in moonlight
as a normal human can during the daytime.
The character also gains the Scent and
Sense Emotion abilities as described in the
Wolfbrother prestige class. Also, your
relationship to the pack has grown. You
can now summon an additional 1d4 wolves
to your aid as described in the Wolfbrother
feat (this die stacks with the other
Wolfbrother feats) and the Animal
Empathy check to summon them is
reduced to DC 10, or DC 15 if they will be
endangered.
Special: Madness: Upon taking this feat
the character gains 1d6 madness points.

Wolfdream
You gain the ability to enter the wolf
dream in Tel'aran'rhiod.
Prerequisites: Wolfbrother.
Benefits: You gain the ability to enter
Tel'aran'rhiod as if possessed of the
Dreamwalk feat. While there, you must
make a successful Concentration check
(DC 15) or assume the form of a wolf.
Also your relationship to the pack has
grown. You can now summon an
additional 1d4 wolves to your aid as
described in the Wolfbrother feat (this die
stacks with the other Wolfbrother feats)
and the Animal Empathy check to summon
them is reduced to DC 10, or DC 15 if they
will be endangered.
Special: Dream Jump: The character may
now take the Dream Jump feat as a regular
feat but may take no other Dreaming feats.
Madness: Upon taking this feat the
character gains 1d6 madness points.

Acceptance of Fate
You have finally come to accept and
understand your fate as a Wolfbrother.
Prerequisites: Wolfbrother.
Benefits: Your Madness rating no longer
increases when you communicate with
wolves or enter a Wolf Rage and you may
subtract 10 points from your madness
rating. Also, the Will save to enter a Wolf
Rage is no longer needed. The character
has the strength of will and experience to
choose whether or not to enter the Wolf
Rage at any point during a fight.

Pack Alpha
You have mastered your abilities as a
Wolfbrother and become the leader of the
pack.
Prerequisites: Heightened Senses,
Wolfdream.
Benefits: The wolves of the Westlands
recognize your wolf name and respect it.
They will now answer your call to battle or
offer other aid in great numbers. In
addition to the wolves that you are able to
summon to your aid from the other
Wolfbrother feats, you can now summon
2d6 × your character level in wolves and
all the wolves respond twice as quickly as
described in the Wolfbrother feat. In
addition, an Animal Empathy check is no
longer required to summon the wolves
even if, in giving their aid, they will
endanger themselves.


Female Human (Borderlander) Armsman 7/Woodsman 3 Reputation: +10 Warder bond w/Litheene,HP:116(current 86)

Creepy Riz very creepy


Female Human Wilder 11 / Armswoman 1; Init +3 (+1 Dex., +2 Duelist feat); Senses Perception +4 Defense 26 (+1 Dex., +11 Def. bonus, +4 chain shirt) hp 65/97 Fort +11; Ref +8; Will +11

Unless someone can think of a way to subdue those people and bring them along, we may have to either abandon them or fireball them as we go...


"I will always strive to write better" , 25 years gaming, 20 yrs DM

this a reposting...more of an FYI

made a change to the woodsman class:

I am discarding the natures warrior ability, and replacing it with the basic favored enemy and favored terrain abilities from the pathfinder Ranger.
Favored enemy list will be broken down as follows:
myrddraal
trolloc
draghkar
gray man
Darkhound
Country (Tear, Illian, Tanchico, etc)

Favored terrain:
Blight
Forest
Aiel Waste
Desert
wetland/marsh
Plains
Urban


Female Human Wilder 11 / Armswoman 1; Init +3 (+1 Dex., +2 Duelist feat); Senses Perception +4 Defense 26 (+1 Dex., +11 Def. bonus, +4 chain shirt) hp 65/97 Fort +11; Ref +8; Will +11

Yikes, anti-Power arrows...!


"I will always strive to write better" , 25 years gaming, 20 yrs DM

yeah, i had to come up with something in an attempt at balance vs power users. im just testing this idea out, and if i dont like it, i can always just nullify what happens.


Init +5, HP:180/180; AC:21(24), F:10,R:10, W:4:Senses:Low Light Vision, Scent, Perception: +20

I will change Ryland up.


Female Human Wilder 11 / Armswoman 1; Init +3 (+1 Dex., +2 Duelist feat); Senses Perception +4 Defense 26 (+1 Dex., +11 Def. bonus, +4 chain shirt) hp 65/97 Fort +11; Ref +8; Will +11

'Seidr'. Hmmm, does that sound familiar at all? ;) Interesting to see where Robert Jordan may have gotten some of his inspiration from. The reference to threads reminds me of weaving flows, too.


Female Human Seanchan Wilder 2 / Initiate 3 / Aes Sedai 6

BTW, since I haven't finished reading "The Taint" yet and don't want to skim read - did you guys cure Kodokura?

If not, I have a technical question:
We had a self-quest of "go to Salidar, learn restore the power from N". However, when we actually got there, we didn't ask her for it, as Jasmine already knew it so it was kind of unnecessary. Yet since then Jasmine disappeared.
Can we take this weave on next level up or something like this, on account of being "exposed" to it, or do we need to go to Salidar again? Because it would be a bit strange after we camped there.


Male Human Wilder 8/ Asha'man 2/ Armsman 2 (hp: 69/69)

Still severed... But your words give me hope Litheene :)


Female Human (Borderlander) Armsman 7/Woodsman 3 Reputation: +10 Warder bond w/Litheene,HP:116(current 86)

So many people severed from the power


"I will always strive to write better" , 25 years gaming, 20 yrs DM
Litheene wrote:

BTW, since I haven't finished reading "The Taint" yet and don't want to skim read - did you guys cure Kodokura?

If not, I have a technical question:
We had a self-quest of "go to Salidar, learn restore the power from N". However, when we actually got there, we didn't ask her for it, as Jasmine already knew it so it was kind of unnecessary. Yet since then Jasmine disappeared.
Can we take this weave on next level up or something like this, on account of being "exposed" to it, or do we need to go to Salidar again? Because it would be a bit strange after we camped there.

i will say that jasmine taught it to those of you who can learn it. so make the appropriate roll and lets see if you learn it.


"I will always strive to write better" , 25 years gaming, 20 yrs DM

hmmmm....restore the power using the True Power.... hmmmm


Female Human Wilder 11 / Armswoman 1; Init +3 (+1 Dex., +2 Duelist feat); Senses Perception +4 Defense 26 (+1 Dex., +11 Def. bonus, +4 chain shirt) hp 65/97 Fort +11; Ref +8; Will +11

0_0; Let us level right now and I will take Healing as a talent! I was at Salidar too, I must've seen them demonstrate those weaves as well! ^^; Weavesight 1d20 + 13 ⇒ (9) + 13 = 22


Female Ebou Dari Wilder 7/(former potential) Aes Sedai 4
current stats:
hp 50/59, weaves remaining 6/6/6/4/4/2/1

So, does Litheene's gateway work this time or no? I'm a bit unclear on the description.

No, Kodokura's still gentled. Alathea's going to be livid if one of the female channelers from this side knows the weave and heals him, rather than teaching it to her so she can do it herself!


"I will always strive to write better" , 25 years gaming, 20 yrs DM

no, it didnt work. She is close...but not quite there yet. I wont say anymore because this is the final encounter... so think everyone!!!!


Female Human Wilder 11 / Armswoman 1; Init +3 (+1 Dex., +2 Duelist feat); Senses Perception +4 Defense 26 (+1 Dex., +11 Def. bonus, +4 chain shirt) hp 65/97 Fort +11; Ref +8; Will +11

One question - are we all back together in the departure / feeding - room? Did dragging Stephen work?


Female Human Wilder 11 / Armswoman 1; Init +3 (+1 Dex., +2 Duelist feat); Senses Perception +4 Defense 26 (+1 Dex., +11 Def. bonus, +4 chain shirt) hp 65/97 Fort +11; Ref +8; Will +11

If we ARE all together - Litheene, Heal Kodokura so he can channel again. We'll try the biggest Circle we can make, everyone channelling together, using that angreal, too. As well as the other trinkets the crew previously lost in the Taint-world has with them!


Human (Aiel) Algai 2 / Wilder 5 / Wise One 2 HPs (89) | F+ (10); R + (10); W+ (12)| Perc +17
Spoiler:
Weaves Remaining: 6/6 0lvl; 6/6 1st; 5/5 2nd; 4/4 3rd; 2/2 4th; 1/1 5th; 1/1 6th

Hehe... *hands a spear to her sister in case she needs to use it*


Female Human Wilder 11 / Armswoman 1; Init +3 (+1 Dex., +2 Duelist feat); Senses Perception +4 Defense 26 (+1 Dex., +11 Def. bonus, +4 chain shirt) hp 65/97 Fort +11; Ref +8; Will +11

Duke it out when we're not in a time-displaced dungeon run by the Forsaken who made all the Shadowspawn, hm'kay? ;p


Female Human Seanchan Wilder 2 / Initiate 3 / Aes Sedai 6

Weavesight to learn Restore the Power, DC 25: 1d20 + 21 ⇒ (9) + 21 = 30

That went well :)

Ryvin, you better take Traveling, right now I am the only one capable of gateways, if I am down the group will have a problem.

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