The Hollow Man (Inactive)

Game Master trux


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The peanut - it is neither a pea, nor is it a nut. Discuss.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

It's a peanut, of course. Unless it's an alien.

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

It is known to me, and yet every time I crack one open I cannot be certain what will be inside. Luckily, no dead cats so far.


Resources:
Channel 3/3
Human Cleric 1 | HP 11/11 | AC:17 Tch:12 FF:15 | CMD: 15 | Fort +4 Ref +2 Will +5 | Init +6 | Perception +6

Peanuts...mmmmmmm!


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

Salted peanuts.


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

I prefer honey roasted, peanuts that is. Honey roasted peas would be strange.


I'm getting Verklempt. New topic. Initiative.

For PbP, I do super simple initiative. Compare team good guys high roll to team bad guys high roll. Turns resolve in the order posted, no waiting for your individual initiative count to come up. Everyone cool with that?


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

Very fine


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

How does dice rolling work in the threads?


The boards use something called bb code for doing things like bold or italic text. They built in a dice roller using bb code. See "How to format your text" below. If it's not clear from that I will try explaining better when I'm back at my computer, I really hate typing on this phone.

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

brackets around the word dice, basically.
Makirut's starting mood: 1d20 ⇒ 8

It looks like he starts off the quest having a bad day.


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

1d20 + 2 ⇒ (4) + 2 = 6

Haha, bad day here too. Maybe we can eat up all the bad rolls early.


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

My daughter's fiance just asked us for permission to marry our girl so that's an auto 20.

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

congrats!

the initiative idea seems cool, too


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

Thanks he's a nice guy


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

How do you handle initiative actions, such as delay or readied actions.
Also equal rolls.


Equal rolls go to the higher modifier, if equal, re-roll. (Same as normal only we are only comparing the highest roll from each side.)

Readied actions work as normal. They go off when the trigger occurs and interrupt the action that triggered them. If the round ends without the trigger occuring, the readied action is lost.

Delayed actions are basically meaningless under simple initiatiive, unless you want to go after the monsters. You don't need to say "I delay until so and so moves into flanking position." or "I delay until the cleric buffs me." Just wait to post until after so and so moves into flanking position or the cleric buffs you. Voila, you just delayed.

Of course you can post all the free action dialogue and OOC comments you want to explain that is your intention and coordinate with your team, but don't formally declare a delayed action unless you want to go after the monsters.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Well how about, my character is stealthed or even invisible, waits for the beasties, who attack after the party, then I attack after them from surprise. Lots of variations.

I'm not against party based initiative. I think it suits the pbp environment. But sometimes you want the enemy to act first.


If I read you right, that would be a good time to use the delay action.

-If the party wins initiative, but you want to go after the monsters, you delay.

-If you just want to go after a certain fellow party member, just post after that fellow party member.


Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

@Cian growing family! How great.

On a story related question I was looking over the posted material on the temple of the scroll and I was wondering something.

Would it be ok for me to flesh out the order of monks that Okrin is associated with?

My basic idea is that theft might have become an issue as travelers brought valuable texts to the temple. Okrin's order grew out of merchants and travelers needing to protect these texts and themselves from such theft.


Definitely.

An added plus is if you could work in something that might work as a reason for wanting to travel to endhome. I'll put up the wizard academy in endhome on the wiki tonight.


Resources:
Channel 3/3
Human Cleric 1 | HP 11/11 | AC:17 Tch:12 FF:15 | CMD: 15 | Fort +4 Ref +2 Will +5 | Init +6 | Perception +6

Is there any info on barbarians around Endhome?

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

Well, the Endhome page is springing to life , it looks like. If we meet there as PCs, is there anywhere in particular we would all come together?

Guys, I just made a profile on Obsidian Portal. Friend Me!


Ok I friended you and re-sent your invitation to join the campaign.

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

crap, sorry.
Oh, just directed that at everybody. Found the invite. Sorry, gmail put it in a weird folder. Thanks


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

Morrigan with your name and background you would be a great Tuath. We love women warriors.


Resources:
Channel 3/3
Human Cleric 1 | HP 11/11 | AC:17 Tch:12 FF:15 | CMD: 15 | Fort +4 Ref +2 Will +5 | Init +6 | Perception +6
Cian MacLir wrote:
Morrigan with your name and background you would be a great Tuath. We love women warriors.

Can you tell me more about Tuath? I am having trouble finding Lost Lands info on it. It does sound right down my alley.

This is all I have found about barbarian tribes near Endhome:

"The human barbarian tribesmen of the Coast Range are closely related to the tribes of the Sorganzorro marshes to the west and the pre-Narish inhabitants of Imgart Province. They are often collectively referred to as the Sorgani. They are a dark people, fierce and proud, hardened by countless centuries of warfare against the orcs who share their mountain home. While the human tribes largely command the mountain slopes and valleys, the orc tribes rule the caves and tunnels beneath the mountains, and neither side has ever succeeded in destroying the other - indeed, from time to time both have united and descended from the mountains in great hordes to raid and plunder the civilised lands below. There are numerous half-orcs among both groups, the product of raiding and slave-taking by both sides.
The Old Imarran Empire never succeeded in subduing the Coast Range, though in recent years the Albines' paved roadway through the mountains has brought trade and some degree of civilisation, most of the human mountain tribes have learned to profit from it peacefully through trade (and occasional 'tolls') rather than to attack peaceful travellers, though the orcs are rarely so amicable and wise travellers on the road still bring plenty of guards. Like most such the Sorgani tribes are animist, and are divided into clans denoted by a totem animal, such as the fierce Raven Clan, the South Hawk Clan, Wolf Clan, Elk Clan and Goat Clan. Their clanholds are usually well-stockaded villages of several hundred tribesfolk ruled by a chief or king."


Holy crap where did you find that? I don't think that is any of the books I have. So cool.


Resources:
Channel 3/3
Human Cleric 1 | HP 11/11 | AC:17 Tch:12 FF:15 | CMD: 15 | Fort +4 Ref +2 Will +5 | Init +6 | Perception +6

This guy's Lost City of Barakas campaign page

There is some decent info. I'm not reading any spoilers of this campaign or Crucible of Freya. I was excited to read:

"Religion

The most powerful churches in Endhome are Freyja (L, love, fertility, leader of half the valkyries), Girru (L, fire & protection), and St Solanus of Crisos (L, sun, healing). The death cult of the worm god Sarku (C, death, undead) is outlawed. It was discovered M5 2744 that the temple of Ksarul (L-N-C, magic, mystery, hidden knowledge) was actually a front for Sarku cultists, now deceased. The Albine Church of Girru is growing rapidly in popularity and influence under the leadership of Cambyses, said to wield miraculous powers granted by the Fire Lord himself."

Since I chose Freya as my deity. I am really trying to put together a good backstory!


Ok well it looks like that is mostly that guys own homebrew stuff, he's running that adventure in his own setting. But good news, the part about Freya being one of the most powerful churches in Endhome is true. Every single other thing he mentioned after that though does not exist in the canon setting or my version for this campaign. Super super cool though.


Resources:
Channel 3/3
Human Cleric 1 | HP 11/11 | AC:17 Tch:12 FF:15 | CMD: 15 | Fort +4 Ref +2 Will +5 | Init +6 | Perception +6
DM Grimmy wrote:
Ok well it looks like that is mostly that guys own homebrew stuff, he's running that adventure in his own setting. But good news, the part about Freya being one of the most powerful churches in Endhome is true. Every single other thing he mentioned after that though does not exist in the canon setting or my version for this campaign. Super super cool though.

Cool. Thank you for checking it out. Where is a good place for me to be from as a cleric of Freya in the canon or your version? I am VERY new to Lost Lands and I like to get a background that puts me in character.


Everyone is new to the Lost Lands. It hasn't even been published yet!

Near Endhome is still great.

Freya is big there.

Just keep checking my wiki, I'm expanding it slowly and surely.


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

Can you post the tuath stuff grimmy? I am on a mobile with no access to mail or my tuath info.

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

What if Makirut is involved with trading to your tribe?
Maybe it could work out that he's second fiddle under a merchant storekeeper who has traded with you before. For example: Chillstrike's family of traders.

Otherwise, I'll wait and here more about CHillstrike's clan and the order of scroll-guard monks.

grimmy, I have put changes into my character again. overhauled inventory to be more useful, etc. let me know if it's all cleared, else I'll just change back to a prior saved copy. I am about to swear an oath to myself that I'll leave it alone after this point.


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

Makirut would not be unwelcome. The tribes travel throughout their territory except at midsummer when they gather for theit most important social and religious events. Outsiders are welcome if courteous and respectful. The tuath trade in fine wool, beeves, high quality horses (to friends) and the gifts of the forests and fields.


So are we talkin Morrigans barbarian tribe in the north east by endhome or Cian's Tuath people in the south west off the map? Or are we merging them?

Sure makes sense with a name like Morrigan, but Cian's people have a very specific religion already, no? And are they "barbarians"?

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

Dunno, if he's working the trade angle since he ran away from mom, he could be a link between them.


Here is the story Cian wrote:

History of the Tuath:

The history of the Tuath reaches thousands of years back to the mists of time when men fought with swords and spears of bronze and chariots rolled with the sound of thunder into battle. The Tuath were always a handsome, brave, and gifted folk. Singing came as naturally to them as speaking and the chaos of battle as easily as walking or riding a horse. Tall with clean strong limbs, hair all the hues of the sun, eyes as blue as the sky or green as the endless Sea of Grass they called home, and skin tanned by their endless wandering under their God the sun, the Tuath were often called ‘The Beautiful People’ by their neighbors. Poets, singers and artists upon meeting them would weep with the knowledge they would never be able to do justice to their visages, figures, or voices.

In those long ago days as today, the Tuath did not plow the earth. They neither sowed nor reaped. The Tuath regarded turning the earth with mould board or plow the way they would ravaging their own mothers. The Tuath travelled with their herds and flocks and their bards record that even in those days before Pegasus and unicorn blood flowed through their horses veins the horses were the envy of all mortal men. They lived by the milk and meat of their herds and flocks and by the fruits freely given of the earth. Their especial joy was in the hunt and in battle. They travelled long distances throughout the year each of their five tribes in their own territory so that nowhere did they rest too heavily upon their mother depleting neither the green grass nor the animals they hunted, nor the bees they gathered, nor the fruits and nuts.

In battle was their greatest joy. They pursued their enemies whenever they dared intrusion upon the Tuath’s territory and the foul enemies of their Gods and Goddesses they chased to the very gates of Hell itself with the points of their spears.

Eventually, a man came to the Tuath an emissary of a greater power he asked that they leave their Sea of Grass and come to the fane of his God who was also their God. Their God Arden and his Wife Vionir had asked that they the Tuath the handsomest, bravest, and most puissant of all mortals should come and be their special guards of their holiest temples, great pyramids amid endless sands. The emissary knew it was a great sacrifice to leave the endless green and gentle summers of their home but the honor being offered was greater than any offered before.

The High King of the Tuath held a solemn conclave of all the kings, queens, princes, and princesses (all Tuath were of royal blood) so all the Tuath came together at their annual summer gathering. They decided that it was the will of the gods and they travelled far to the temples of their gods and became their guardians and champions.

There are many tales to tell of their travels and of their bravery once they began service. During that time they were rewarded for their loyalty by being made not only guardians of the mortal realms but of Arden and Vionir’s immortal realms as well. The Tuath were raised up as angelic guardians, messengers, champions, and warriors and the tribe of the High King Nuada was made the bodyguard of Arden himself. They were fair as only angels were fair and granted vast powers. They were clothed in white samite, leather, and cloth spun from the wool of the sheep of the Summerlands the realm granted to the Tuath to rule and dwell in when they were not serving the gods. They were armed with weapons and armor of moon silver and orichalcum forged by their finest smiths and mounted upon steeds with the wings of eagles or that could ride spurning the very clouds beneath their hooves with the speed of the hurricane.

They were near gods themselves but never forgot they were the servants of one greater than themselves nor took upon themselves honors due others. They were good and faithful servants. Then came a great war in heaven.

The foul Tsathogga attacked along with his poisonous legions of toad demons. The Tuath fought like lions, they fought as only warrior angels could fight but for every Tuath there were a hundred, nay a thousand demons and devils foul monsters without number swarmed over the Sunlands of Arden and Vionir and the sun was blotted from a time from the sky and mortals below quailed and wept. At the last when the host of Nuada had fallen along with their leader Arden and all seemed lost Lugh of the Long Arm gathered his warriors about him and charged.

In their anger they burned so bright they rekindled the sun and burned away the poison black clouds of Tsathogga’s minions. Their countenances burned so brightly that the demons fled in terror or were trampled under the hooves of their mounts, or destroyed by the weapons of moon-silver and orichalcum the bodies of the Tsathogga’s host fell like burning stars from the sky. The Tuath in their wrath drove the demons from Arden and Vionir’s domain and they fled so far and with such fear that even when they barred the iron gates of Hell behind them they did quit until they had heaped up the very paving stones of Hell before the gates of iron and black sin.

It was a victory but a sad one. Arden was gone, Nuada his chief servant and head of his celestial host had lost his good right hand as well as many of his tribe. The Tuath blamed themselves for the defeat and while Vionir asked they remain as her loyal servants the Tuath begged leave to return to Earth and await the return of Arden. Because Nuada was maimed in body he could no longer be high king of the Tuath. With his magical hand forged of moon-silver by his chief smith, Nuada volunteered to remain behind and keep the Summerlands for the Tuath and the manses of Arden until he returned to reclaim them. Out of love for their chieftain Nuada’s tribe remained with him.

Vionir was saddened to see them go but she and her son Arn loved their faithful servants and left them with her blessings and to this day the Tuath honor her and her son and the memory of her lost husband.

Their Sea of Grass was lost to other tribes and they had never loved the hot lands of the Sun where the temples of Arden and Vionir were built they found a quiet place out of the way of civilization or the still-despised farmers ‘dirtmen’ they called them or other fouler names. They resumed their old way of life travelling from place to place all year long, hunting, herding, gathering the fruits of the earth, rivers, and sky and of course fighting. The four remaining tribes come together only at high summer at their place of Gathering where the great Stone of Kings hallows their High King and then he goes into his queen as the Sun ripens the Earth.

Today the air of the Summerlands is still seen in the Tuath. They are long-lived, handsome, fierce and strong with the light of the Summerlands in their eyes and the ring of heaven’s music in their voices. They keep no records of paper or clay tablets but only the memories and voices of their bards, singers, and priests. They touch neither plow nor scythe but live by the meat and milk of their herds and the fruits of the earth and hunt.

Some call them ‘Angelblood’ or ‘Angelkin’ but the Tuath call themselves ‘the People or the Tribe’ and make no claims of greatness to others of their ancestors. Their deeds are sung in the language of the celestials in the Summerlands and on Earth and that is enough.


And Chillstrike comes from a merchant background too...

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

That's what I remember.
If we want it to be very convenient, my PC can be apprenticed to Karl's enterprise, and assigned to help sell (medicine?) for livestock to the barbarian tribes.


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

Just to be clear, the Tuath might grant that other tribes are properly civilized. It's the barbarians who live in the stink of cities year round. Bad mannered folk that have to wtite evrything down. The Tuath consider themselves quite cultured.;>)

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

gotcha.
It would have to be a necessity that you would trade for, then?
I'm guessing the clan doesn't forge their own steel, etc? Would such a group even use steel?

That kind of just leaves medicines, horses, and textiles per the usual barbarian trade scheme.


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

I will upload the pench family merchants in an hour or two. Thanks for patience.
Wild times.


Resources:
Channel 3/3
Human Cleric 1 | HP 11/11 | AC:17 Tch:12 FF:15 | CMD: 15 | Fort +4 Ref +2 Will +5 | Init +6 | Perception +6

Tuath seem perfect. I think I will go with that and then maybe she was called out to join a group of Freya's chosen and traveled for awhile training under them. Now she has returned to her clan. Maybe she knew Cian as a child (childhood friends) and has recently reunited with him. Her mission now is be faithful so one day she can join the Valkyrie?


Sounding great. Let's move the Tuath to the north east then, closer to Endhome, if Cian doesn't mind?

I had originally slotted them about 300 miles south west of Endhome.


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Male Human (Monk 1/Wizard 1); 11/13 HP | Init +2 | Percpt. +8 | AC 15, Touch 12, FF 15; | Fort +2 | Ref +4 | Will +5
Spells (used/total):
1st lvl: 0/2, 0/1 school

Here's a bit of background for the order Okrin is a part of.

The roads near Endhome aren't always dangerous, but when rumor spreads of precious texts being transported from the Wizard's Academy theft becomes rampant.

The Order of Clay:
With the increased danger near Endhome, The Order of Clay has sent one of their youngest brothers to investigate the dangers. From the founding of the Hall of Scrolls there have been those who sought to steal the knowledge others wish to preserve. It is said that the first teacher was but a boy when he learned this truth. The son of a merchant, his family was traveling toward the hall when their caravan was struck by bandits. When he awoke he was being carried away. In the distance he would see the caravan in flames. He would learn later that the nomads that had saved him were guardians of the way of the empty hand. From them he learned the art that he would bring with him to the temple. Swearing to protect any knowledge bound for the halls, the teacher formed the Order of Clay. Whatever the form needed, the order moves like clay to surround knowledge, hardening to protect it.


DM Grimmy wrote:

Sounding great. Let's move the Tuath to the north east then, closer to Endhome, if Cian doesn't mind?

I had originally slotted them about 300 miles south west of Endhome.

Actually I kind of would rather leave them there if you guys can make that work. Maybe like you said, childhood friends, but in the wilds surrounding Endhome, Morrigan is a stranger in a strange land?

That way the Tuath can stay where I pictured them, just south west of the Telophus fields.


Male Aasimar 'Angelkin' Paladin/1 HP: 12/12 | Init: +1| Perception: 0 | AC: +15 Tch: 11 FF: 14| Fort: +5 Ref: +1 Will:+3 |

Works for me. The Tuath can make/modify weapons of iron and steel but since they are continually moving they are not the finest smiths (don't tell them that!) but they prefer to buy weapons, forged blanks, cast pieces, etc or take them in war.

Half of all armor and weapons (or maybe more than half) are taken in war as trophies and modified one way or another, much like the Thracians and some Sarmatians used Greek weapons and armor.

According to their stories, their finest smiths stayed in heaven to provide weapons and armor for Nuada's host.

Shadow Lodge

Male Half-Orc Vagabond 1 | HP:6 | AC:15 T:12 FF:13 | CMD 13 | F: +1 R: +4 W: +3| Init +2 | PerC: +5

Hmmm... maybe there's a market taking ores from frontier mining towns, and getting it processed and back in place for Tuath use?
Call it Triangular Trade.
We'll figure out what to sell you. I'd just like to enter the game from a better karmic standpoint than "arms dealer"


Human Magus 3 (Staff magus) | HP 21/21 AC 16 | T 12 | FF 14 | CMB +5 | CMD 17 | FORT +4 | REF +2 | WILL +3 | INIT + 1 | Perception +3 | Stealth +2 | Bluff +0 | Sense Motive +0 | Diplomacy +0 | Spellcraft +8
current spells:

Pench timbers uploaded.

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