The Great Championship - PvP Sandbox - Arena B

Game Master BC4Realz

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HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Correct, but its move cast move, after the spell is cast there is 20ft of web between us meaning you cannot see Narg or where he moves.


Narg, I should have taken a closer look at web when you used it before. The pfsrd reads:

"These masses must be anchored to two diametrically opposed points."

I read this to mean you can anchor it to a ceiling and floor, or two opposite walls. It looks like it does not allow for a net like anchoring where it anchors to multiple points on the same surface (like the ground).

to paraphrase Inigo Montoya, "you keep using that spell, I do not think it does what you think it does. "


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

It is the temple and what appears to be a large stone, the key word is points not surfaces so it only needs to have two diametrically opposed points which it does. How do you read a point as not a point but an entire surface, I think that is pretty clearly just ignoring the rules not interpreting them.

So really it should be a bit more diagonal, but it does not seem to make much practical difference here since either way Grog will fly out of it if he succeeds in the two required checks in a single move.

Seriously just google spider webs and look at them, its point because it literally requires a single strand of web to serve as an anchor.


That might be part of the confusion then...that isn't a large stone...it is one of the bodies of water referenced in the map rules: "or standing in a pool" There are four pools on the map, that being one of them.

To make it fair on both sides let's say you are anchoring from the foundation of the temple to the northern palisade, 40' away. Still covers Grog, but works within the RAW. In the future when using web please make anchor points clear so we are all on the same page.


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

Does the building in the middle start at the light gray or the dark gray? True, real life spiderwebs only need one string to anchor. Also, Grog is currently 15 feet in the air, would the web also reach 15 feet in the air at the areas you anchor it at?


We are going to say yes it works for now and just move on. It might be that I am just tired...but the rules lawyering is making me crankier than normal.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Its essentially 20ft in every direction from a central point. So Grog is probably in it, but does not have 20ft. between him and Narg so can see where he goes. I would say call it 10ft. up and 10ft. to the closest side is probably about right - not that it makes much difference with a 60ft. fly speed.


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

reflex: 1d20 + 5 ⇒ (7) + 5 = 12
The webs are covering Grog now, since he couldn't move out of the way before they covered him. Grog will activate his racial ability that shrouds his hands in fire. Which should alights the web around him, causing him 2d4 ⇒ (2, 2) = 4 but freeing him all the same.

Grog uses a Ki point to move up to twice his speed, out of the web and towards the last area he saw the mage.
perception: 1d20 + 9 ⇒ (5) + 9 = 14

Seeing his foe at last, he will use the last of his movement to end at the his foe and uses another ki point to deliver an attack.
attack: 1d20 + 8 ⇒ (18) + 8 = 26 damage: 1d8 + 7 ⇒ (3) + 7 = 10 Elemental Damage: 1d6 + 1 ⇒ (6) + 1 = 7


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Narrowing his eyes in pain as the flaming fist of his foe strikes home Narg swoops nimbly past without leaving an opening, stops just out of his reach casts a spell and vanishes.

As he passes a scorpion scuttles from his robes hurling itself at the Suli without allowing him an opening. His sting just manages to pierce Grog's flesh.

Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22
Acrobatics Nips: 1d20 + 10 ⇒ (15) + 10 = 25
Nips Sting: 1d20 + 7 ⇒ (14) + 7 = 21 Take 1 damage and make a DC 10 Fort Save; freq 1/rd for 6 rds; effect sicken for 1 rd; cure 1 save.
ASF Vanish: 1d100 ⇒ 53


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

fort: 1d20 + 6 ⇒ (20) + 6 = 26
easily shaking off the effects from the scorpions sting, Grog watches as his opponent disappears. "Bloody Coward. You're as bad as the Ass opponent." Grog moves to where he last saw Narg and swings at the empty space.

low miss: 1d100 ⇒ 5 and swings at open space.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Used flyby attack if you read my last post so casting took place just past Grog's reach.

I would call that rich when I am fighting potions more than foe, Narg thinks sourly, but reminding himself he is supposed to be intelligent he keeps simply begins to cast a spell again from somewhere roughly in the vicinity of the flaming sphere.

Nips attempts to move up to strike Grog again, but leaves an opening as he approaches.

Nips provokes an aoo attempting to enter Grog's space and if he survives misses with his sting. AC 20 HP 7 - herolab does not have the Figment archetype so his HP is 1/4 Nargs.

ASF: 1d100 ⇒ 94
Acrobatics Nips: 1d20 + 10 ⇒ (8) + 10 = 18
Nips Attack: 1d20 + 7 ⇒ (11) + 7 = 18


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]
Narg Crowbait wrote:

Narrowing his eyes in pain as the flaming fist of his foe strikes home Narg swoops nimbly past without leaving an opening, stops just out of his reach casts a spell and vanishes.

True, you did cast pass my reach, but you vanished after you stopped.

Grog takes the AoO on the scorpion.

attack: 1d20 + 8 ⇒ (8) + 8 = 16 damage: 1d8 + 7 ⇒ (3) + 7 = 10 Elemental Damage: 1d6 + 1 ⇒ (3) + 1 = 4

Missing the scorpion on the AoO, Grog decides to finish off the thing.

attack: 1d20 + 8 ⇒ (7) + 8 = 15 damage: 1d8 + 7 ⇒ (5) + 7 = 12 Elemental Damage: 1d6 + 1 ⇒ (4) + 1 = 5
attack: 1d20 + 8 ⇒ (14) + 8 = 22 damage: 1d8 + 7 ⇒ (8) + 7 = 15 Elemental Damage: 1d6 + 1 ⇒ (2) + 1 = 3

buffs:
Mage Armor (+4ac only 2 stacks)
Owls Wisdom +4 Wisdom (+2 AC) (20 Round)
Fly (41 rounds)


HP 3/58 AC21 TA 11 FF 18 CMD 20 9/13 rounds bloodrage

If you have at least 5 feet of web between you and an opponent, it provides cover. If you have at least 20 feet of web between you, it provides total cover.

Web does not provide concealment.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

I vanished and then moved again, you moved to a position I moved to after having vanished which you had no way of knowing.

Krute good point I had thought it did - that is actually pretty useful to me thanks for pointing it out :)

Narg summons a swarm of bat that swoops down atop Grog and Nips, biting and opening bleeding wounds in both. Nips is distracted by the swarm and takes no action.

Narg meanwhile uses his scroll of infernal healing and begins recovering from his wounds, slowly, stepping to the side and pulling another scroll free.

Swarm Damage: 1d6 ⇒ 3 3 Damage and 1 ongoing Bleed damage DC 11 Fort or Nauseated.
Nips Fort: 1d20 + 2 ⇒ (9) + 2 = 11
ASF: 1d100 ⇒ 10


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

Grog looks at the swarm around him and once again moves out. flying 120 feet east. as a total movement.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Fort save for Nauseated please Grog you might not be able to double move - though you probably will.

"Who was running away coward?" Narg calls chuckling evilly.

The swarm bites and tears at Nips who curls into a ball and looses consciousness bleeding out before vanishing into nothingness along with the swarm.

Narg uses his scroll gaining a magical shield he hopes will insulate him from harm and draws forth another scroll as he side steps again.

Swarm Damage to Nips: 1d6 ⇒ 2
ASF Shield: 1d100 ⇒ 6


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

Just looked at the map. Grog would have went to the west, away from the building there. So he is currently 95 feet off the map from his current location. Should still be enough away from the bats for this turn. Last post of the night.
fort: 1d20 + 6 ⇒ (5) + 6 = 11

"I face not your pets. I would face you."

Grog moves 60 feet south. Then tries to heal himself. heal: 1d20 + 3 ⇒ (11) + 3 = 14 That will stop his bleeding.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

GM moved inside the Temple :o

"And I would fight you not your Potion seller, but life is not fair," Narg calls back caustically, using his scroll and then moving into the temple and attempting to conceal himself before his invisibility expires.

ASF: 1d100 ⇒ 14
Stealth: 1d20 + 6 ⇒ (13) + 6 = 19 Plus distance mods, etc. Note that he spoke at his previous location.


As Narg moves into the temple he is surrounded by a glow of light. Instinctively looking around himself for the source he finds the business end of a magic rod point at him, embedded into the ceiling of the temple. It seems to have been triggered by his presence.

Rod of Wonder Effect: 1d100 ⇒ 27 - Stinking cloud appears at 30-foot range (Fortitude DC 15 negates).

A dark green gas begins to pour from the tip of the rod. It quickly falls to the floor of the temple and begins to fill the area before flooding out the doors and windows as well. The smell is absolutely horrible.


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

Just looked at the flyby attack feat, "When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack. so while you can cast and do another standard action, you cannot do a separate move action.

Grog flies back towards the center.


Note...rod of wonder is minimum CL 10, so we will be going with that. The stinking cloud has a duration of 10 rounds ticking down at the end of Narg's turn each round.


HP 3/58 AC21 TA 11 FF 18 CMD 20 9/13 rounds bloodrage

Also note that summon swarm has a 1 round casting time (and verbal component). That changes things significantly. Sorry to interject, but yours seems to be the only action around here.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

30ft. range normally means it appears 30ft. away, stinking cloud is a 20ft. radius burst so it should be outside of the temple it seems?

Krute, no worries, I believe both casting of Summon Swarm have met all of those criteria. Cast one round and then the swarm appears at the beginning of the next. Casting a spell almost always has a verbal component so unless silenced I generally don't feel the need to specify. It is possible to locate someone like that but very difficult and I don't thin Grog could have succeeded in either instance.


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

it has a range of 100 +10 per level. Meaning it can appear anywhere from its max to the spot the caster is casting it from.
The DC to pick out details from a conversation is 15, +1 per 10 feet. With me being next to you at the start of the round, you could move up to 30 feet and the DC to hear your casting would only be 18. Which I can easily make. though, we've moved past that part.

EDIT: the rod is also located at the top of the building, which is 30 feet tall, if I'm understanding the discription on the map.


The rod was pointing directly downwards from the top of the ceiling. It isn't a 30' ceiling, but having no additional distance to travel it began the stinking cloud in the center of the temple on the floor. It does not use the full capability of it's 30' range, but it doesn't have to. Bad results on Rod of Wonder this time, but just think if it had randomly reduced you by two size categories instead. Then you would really be impossible to find.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Fair does, this is gonna be tricky!

But the bats have a move of 80ft, so the range to get you is effectively 115ft. Narg never summoned the bats on you just further than 20ft. from him so he was outside the range of their blindsight leaving you their only target, since he was invisible. So really 95ft. Invisibility specifically lists talking or in battle as 20 not 15 so that is a DC of 29. The rules also only allow it within 30ft. so its literally impossible for more than 30ft.

PFSRD:
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something's there” but can't see it or target it accurately with an attack. It's practically impossible (+20 DC) to pinpoint an invisible creature's location with a Perception check. Even once a character has pinpointed the square that contains an invisible creature, the creature still benefits from total concealment (50% miss chance). There are a number of modifiers that can be applied to this DC if the invisible creature is moving or engaged in a noisy activity.

Invisible creature is... Perception
DC Modifier
In combat or speaking –20

Spluttering Narg now visible darts out of the cloud to the north a wooden spear forming in his hand which he hurls forth with astonishing accuracy before fleeing and keeping the temple between them.

Fort: 1d20 + 2 ⇒ (17) + 2 = 19
Splintered Spear: 1d20 + 7 + 20 - 4 ⇒ (17) + 7 + 20 - 4 = 40 Damage: 1d6 + 5 ⇒ (4) + 5 = 9 +1 ongoing Bleed


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

Seeing the spear coming at him, Grog easily knocks it out of the way before it hits him. Using a ki point to activate Hurricane, Grog moves 90 feet to Narg and uses another ki point to be able to hit the little mage.

attack: 1d20 + 8 ⇒ (11) + 8 = 19 damage: 1d8 + 7 ⇒ (7) + 7 = 14 Elemental Damage: 1d6 + 1 ⇒ (5) + 1 = 6

After his attack, his hands stop glowing.

buffs:

Mage Armor (+4ac only 2 stacks)
Owls Wisdom +4 Wisdom (+2 AC) (16 Round)
Fly (37 rounds)

The feat, Deflect arrows knocks aside any ranged weapons. When a spear is thrown, it becomes a ranged weapon.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Agreed that definitely works.

Narg steps back and begins casting a spell figuring it will be his last real gambit with Grog seemingly able to cast his splintered spears aside.

ASF Sleep: 1d100 ⇒ 86


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

Will: 1d20 + 4 + 2 ⇒ (4) + 4 + 2 = 10 I'm assuming we are back on the ground. Not sure.

Grog falls the the ground, asleep.

buffs:

Mage Armor (+4ac only 2 stacks)
Owls Wisdom +4 Wisdom (+2 AC) (15 Round)
Fly (36 rounds)
Sleep (10 rounds)


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Grog it does not actually go off until my next turn so you have a chance to attack and possibly disrupt the spell - sleep is a full spell.


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

I'm so use to the hexing slumber...

Grog steps up and strikes twice at Narg, with his stunning fist

attack: 1d20 + 8 ⇒ (16) + 8 = 24 damage: 1d8 + 7 ⇒ (8) + 7 = 15 Stunning Fist DC 15 Fort or be stunned for a round.
attack: 1d20 + 8 ⇒ (12) + 8 = 20 damage: 1d8 + 7 ⇒ (4) + 7 = 11


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Ouch I suspect this will end it, or at least put us in a just write up a finish him position.

The blow lands hard stunning the tall Strix and ending the last real hope he had in his spell arsenal.

Congrats Grog, write up a cool finish him post I that clearly finishes it.

Fort: 1d20 + 2 ⇒ (9) + 2 = 11


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

Seeing that his opponent can't run anymore, Grog takes a second to look at this Mage. "What an odd little creature." he says before delivering one final punch. Knocking this mage out.

attack: 1d20 + 8 + 4 ⇒ (4) + 8 + 4 = 16 damage: 1d8 + 7 ⇒ (4) + 7 = 11

Grog looks around and calls out. "George, Where did you go you donkey. Get back here."


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Just to point out Narg is medium, and 6 foot 8 inches tall, although he usually walks with a hunch. Essentially he looks like an ugly black skinned, as in the colour black not the human ethnicity, human with black feathered wings. He really is not little, though he is rather gaunt.


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

While Grog is shorter then you, he never saw you at your full height and only saw you in shadows as you ran. To him, you are small. :) Good fight.


HP: 37/37 | AC: 18 (14 Tch, 14 Fl) | F: +3, R: +5, W: +4 (+2vs Illusion) | Init: +14 | Perc: +12 | Speed 30' Fly 60' | Active conditions: Mage Armor

Ditto :) And please take Narg's crustiness with a pinch of salt he is a NE git with a hatred for human's and Suli are probably close enough to get some of that :)


Monk lvl 4 | HP 29/36 | AC:19 T:19 FF:18 (+2 temp) | Init +3| (Saves: F:6 R:5 W:4 +2 vs enchantment)
Unarmed with Elemental:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice]
Unarmed:
[dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice]

No worry. You're the first opponent that has lasted longer than a few rounds.. even after i activated my racial ability.

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