Voomer's Carrion Crown Campaign -- online supplement only

Game Master Voomer

A closed campaign to supplement tabletop play in the Carrion Crown AP.



The party is engaged in a tense Battle Royale in Radvir's tailor shop, currently up in flames...


Round 22

As the vampire sorcerer's web dissolves to nothing, flames lick around the party in what used to be an elegantly appointed hallway outside a series of dressing rooms.

Quinley and Arthen see several ghouls leap into the basement through the hole in the ceiling. The Erinyes and Bralani Azata see three ghouls jump acrobatically into the basement. The first rushes the stairs, and reaches the first steps, 10 feet diagonally behind Tarcinzia (the stairs are actually 15 feet in length, not 10 feet as shown on the map). The ghoul provokes attacks of opportunity from the Erinyes (who is holding her bow) and the whirlwind Azata. The second ghoul joins the guard threatening the Azata. And the third ghoul joins the two guards threatening the Erinyes. Tarcinzia hears (and smells) their approach, and of course sees the one who ends up below her on the stairs.

Arthen's turn, and the Ion's summoned creatures' attacks of opportunity!

Link to Map

GM Screen NO PEEKING:

R takes 5 foot step into archway next to Quinley, takes out potion of haste, and quaffs it.

Stealth: 1d20 + 25 + 20 ⇒ (8) + 25 + 20 = 53
A Perception: 1d20 + 7 ⇒ (8) + 7 = 15
Q Perception: 1d20 + 12 ⇒ (13) + 12 = 25

Three ghouls jump through the hole. One takes some nonlethal damage, but it is unimportant.

A Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Q Perception: 1d20 + 12 ⇒ (9) + 12 = 21
T Perception: 1d20 + 22 ⇒ (10) + 22 = 32

Ghoul Acrobatics: 1d20 + 4 ⇒ (13) + 4 = 17
Ghoul Acrobatics: 1d20 + 4 ⇒ (12) + 4 = 16
Ghoul Acrobatics: 1d20 + 4 ⇒ (7) + 4 = 11


Arthen is getting cranky.

With Calistria's wasp and pomegranate touching the bow string, she draws on the sparklepire. "Calistria most exquisite, grant us the light of passion which is life itself, unmaking all unlife (save Quinley)!" Arthen looses the shot and a burst of sunny streaks radiate in all directions from Arthen's bow... Meanwhile, the actual arrow bounces harmlessly off the ceiling. [Bow channel 22hp (17 vs will for half) vs undead (exepting Quinley).]

[That's a 30' radius and should get, AFAICT, anything undead in the hallway, the vamp next to the demon in the main room, the ghoul to the far left/demon side of the hole and possibly the ghoul next to him if he hasn't jumped down, plus anything invisible on the way out into the main room...]


As the ghoul swings past the Erinyes, she takes a snap shot at the foul thing, achieving a total 24 to hit. The flaming arrow will do 13 points of piercing damage plus 5 points of fire damage, for a total of 18 unless the ghoul evades the shaft.

The Azata, in wind form, slams into the ghoul with 31 to hit, for 11 further points of damage.


The furiously whirling Bralani Azata delivers a devastating blow to the ghoul as it runs past, blasting rotting flesh off bone, but failing to entirely stop the ghoul's advance. The ghoul then staggers past the Erinyes, who, bow in hand, is helpless to stop the ghoul's advance to the bottom of the stairs.

Quinley lashes out with his rapier in the area next to him, searching for the invisible assailant who attacked Arthen (the square to his left and the square above/behind him to the left), without success. "Show yourself! I will have vengeance on those who killed my mother!"

He then moves forward into the square left of Arthen.

Munafiq's turn!

BEHIND GM SCREEN:

Keep these rules in mind: http://www.pathfinder-srd.nl/wiki/Invisibility

Quinley's miss chance in pinpointing Radvir: 1d100 ⇒ 7


[Apologies in advance if I'm reading the map incorrectly. If so, please correct me and I'll try to understand from that point. Also, I've only got an iPhone, so I hope this makes sense...]

Munafiq tries to attack the creature attacking Arthen. He swings at the empty square to his right, rolling: [dice=d20+16] to hit. If he hits something, he attacks there twice more. If there's nothing to hit, then he takes a 5-foot step left. If the square is unoccupied, he swings at the square above him (left of Arthen). If he bumps into a creature, he stays where he is (not taking a 5-foot step) and attacks that square (to his left). He rolls on his second attack: [dice=d20+11]. If he hits, his damage rolls are: [dice=2d4+21] [dice=2d4+21]. He also takes a gore attack on whatever he hit before or a missed square: [dice=d20+14], dam [dice=1d4+13].


[ok, here's those dice rolls again: to hit falchion 1=26, falchion 2=Natural 1 (no fumble), gore=16) [UUuuggghh. The worst rolls. Adding 1 damage roll judge in case=24.


Munafiq runs to C8 to protect Arthen. If he bumps into anything on his way there he stops and attacks it: to hit=21 & 14. [yes, more of the same rolling].


Munafiq runs out the door, sees Arthen and runs beside her. [To C8].


The hallway alongside the dressing rooms has turned into a raging inferno. Those in the hallway, other than Ion, Tarcinzia, and the two vampires next to them, take Fire: 1d6 ⇒ 1 damage. The fire will reach Ion's end of the hallway at the start of the next round.

Additionally, the room is choked with smoke. Everyone (including Ion and Tarcinzia's) has 20% concealment and must make DC 10 fortitude saves or spend the round choking. If a number of saves are failed equal to a character's CON modifier, that character falls unconscious.

Finally, if characters engulfed in fire do not leave the area of the fire and extinguish the fire on their person, combustible equipment may take fire damage.

For the record, the fire was caused by the fireball, which expressly sets things on fire, rather than the scorching Rays, which were targeted and by the rules did not even set their targets on fire. (Strangely enough, by RAW the fireball did not set its victims on fire, but it did set the hallway on fire.)


The vampire in the basement is flanking the Erinyes (along with a ghoul and two guards). It unleashes three quick strikes at the Erinyes with its longsword, hitting three times for 14, 12, and 16 damage.

The vampire in the main showroom sheathes its longsword and pulls out its crossbow.

The vampire grappling Ion attempts to pin him. If a 19 succeeds, it drains blood from Ion, doing 1 point of CON damage.

The vampire next to Tarcinzia looks at the Raven's Head mace and it's eyes widen. The vampire then takes a five foot step to C-2 and blasts Tarcinzia with 4 magic missiles for

behind GM Screen:

Longsword: 1d20 + 16 + 2 ⇒ (17) + 16 + 2 = 35

Longsword damage: 2d8 + 9 ⇒ (2, 3) + 9 = 14

Longsword: 1d20 + 16 + 2 ⇒ (7) + 16 + 2 = 25

Longsword damage: 1d8 + 9 ⇒ (7) + 9 = 16

Longsword: 1d20 + 11 + 2 ⇒ (16) + 11 + 2 = 29

Longsword damage: 1d8 + 9 ⇒ (1) + 9 = 10

Pin attempt: 1d20 + 12 ⇒ (7) + 12 = 19

Blood drain: 1d4 ⇒ 1

Knowledge religion: 1d20 + 10 ⇒ (5) + 10 = 15

Magic missiles: 4d4 + 4 ⇒ (1, 1, 4, 3) + 4 = 13 This is a dice expression.


... For 13 points of damage. It yells out "Look out! This one has the Raven's Head mace!

At that moment, it becomes fully visible, as well as the vampire grappling Ion. One is male and one is female and both are dressed in fineres. Also, the shop manager, Aldo, appears next to Quinley in D-9, wielding a razor sharp bladed scarf.

The Nabasu demon near the second Azata, moves to C-3 and casts a spell. Tarcinzia feels a violent thrust of force against her. DC 19 will save to avoid being thrown down the stairs.

The Nabasu demon in C-12 casts a spell. DC 21 will save for Munafiq., Quinley, Arthen, and the second Azata to avoid being held still.

The last Nabasu demon, in the main room, disappears and then re-appears in square D-7, next to Arthen, Quinley, and the second Azata.

TARCINZIA's TURN!

Behind GM Screen:

Fort save: 1d20 + 9 ⇒ (15) + 9 = 24

Fort save: 1d20 + 9 ⇒ (16) + 9 = 25

Oldrich will save: 1d20 + 12 + 2 ⇒ (12) + 12 + 2 = 26

.

Grand Lodge

Tarcinzia
Fort +6
Reflex +12
Will +6

Tarcinzia makes her Fortiude Save vs choking on smoke (14+6=20).

Tarcinzia makes her Will Save vs "a violent thrust of force" (14+6=20).

Tarcinzia yells, "Dem! Those magic missiles sure do shtink! Now Hy hef someting for hyu!"

Tarcinzia switches to her most offensive mode, so her AC drops to 27.

She takes a 5 foot step to D-1, and attacks the vampire who retreated to C-2.

Swinging the Raven's Head mace, she does not miss due to concealment (66%) and (11+15=26)

...gets a 26 to hit! If this hits, the Raven's Head sings will glee and does (3d6+5=5+5+2+5) 17 points of damage, plus the vampire must make a DC XX? Will save or be DESTROYED UTTERLY! (Arthen, what is the DC number again?)

In any case, Tarcinzia attacks the vampire grappling with Ion (82% = no concealment miss). She brings down the Raven's Head once more, and (16+10=26)

...gets a 26 to hit! If this hits, the Raven's Head sings the praises of Pharasma and does (3d6+5=6+3+2+5) 16 points of damage, plus the vampire must make a DC XX? Will save or be DESTROYED UTTERLY!


As Tarcinzia pounds into the vampires (in all likelihood destroying the first but failing to destroy the second), a booming voice emerges from below, "The abomination responsible for this will feel my vengeance!"

Tarcinzia is too gleefully distracted to see what is happening below, Ion is too otherwise occupied, and the others cannot see.

Behind the GM Screen:
Tarcinzia Perception: 1d20 + 22 ⇒ (1) + 22 = 23
Ion Perception: 1d20 + 11 ⇒ (2) + 11 = 13

Hearing mention of Raven's Head, Oldritch shakes off Radvir's influence, initiates undead bane, and sends a bolt into the ghoul at the bottom of the stairs, felling it.

Heavy Crossbow: 1d20 + 13 ⇒ (3) + 13 = 16
Heavy Crossbow damage: 2d10 + 2d6 + 2 ⇒ (6, 1) + (6, 1) + 2 = 16

Vampire 1 will save: 1d20 + 12 ⇒ (19) + 12 = 31
Vampire 2 will save: 1d20 + 12 ⇒ (19) + 12 = 31

Ion is up and has a heck of a lot to do!! And I need saving throws and other rolls and info from others...


Munafiq is deep in battle concentration and ignores the smoke (fort+13, roll=8, total 21). The flames lick his coarse fur but he is unaffected (fire resistance 2).

Grand Lodge

Upon hearing "The abomination responsible for this will feel my vengeance!", Tarcinzia looks around at the fashions in the store and says, "I mean, very little of this is to my taste, but abomination seems a bit harsh. I am just saying ..."


Because I would really like to finish this round before tonight, I am going to skip ahead to the guards, who go at the bottom of the round. If something Ion does changes things -- such as if the Azata 1 or Erinyes kill a guard -- we can easily adjust.

The guard attacking the first Bralani Azata yells out, "Men, we must deliver mightier blows to overcome the defenses of these outsiders!". He takes a step into a flanking position, grasps his longsword with both hands, and comes down with a mighty blow on the Azata's whirling shoulder, for 31 points of damage.

The guards attacking the Erinyes, also assume flanking positions and, like the other guard, grasp their longswords with both hands and make powerful swings. The first connects on the devil's side for 25 points of damage. The second hits at a faulty angle and fails to penetrate the creature's tough hide.

Of course, none of the PCs see any of this.

Tarcinzia and Ion hear more of the same bellowing voice coming from the basement: "Don't attack those otherworlders, you fools! Clear you heads! Slay the undead! Those are our foes! And find the Raven's Head!"

Behind GM Screen:

Longsword: 1d20 + 13 + 2 ⇒ (12) + 13 + 2 = 27
Longsword damage: 2d8 + 19 ⇒ (4, 8) + 19 = 31

Longsword: 1d20 + 13 + 2 ⇒ (10) + 13 + 2 = 25
Longsword damage: 2d8 + 19 ⇒ (2, 4) + 19 = 25

Longsword: 1d20 + 13 + 2 ⇒ (2) + 13 + 2 = 17

Tarcinzia Perception: 1d20 + 22 ⇒ (15) + 22 = 37
Ion Perception: 1d20 + 10 ⇒ (6) + 10 = 16


I'm finding myself unable to post to the discussion thread, but, yes, the second bralani azata does get an attack of opportunity on the nabasu demon.

Ion is up. And I need some saving throws, including against the Nabasu's spell (DC 21), Munafiq, Arthen, and BA 2 (as well as Quinley).


Whew. Sorry I dropped out of contact - I was checking in, but not in the right time frame. Also, I never got an 'Ion's up' email for some reason.

So: The vampire in the basement at 3pm Saturday manages to kill the Eyrines with its savage blows. Bother

In case this matters: the fireball was centered on one of those vampires next to Ion, so the fire may be staring from the Ion end of things actually. In any case, Ion shrugs off the puny fire damage like Munafiq taking one of Ion's punches.

19 is not nearly good enough to pin the wriggly wizard. Nor does the smoke bother our wizard, who's spent many hours under the mystic incense.

And Ion thinks, "Oh, good, the priest person has come around at last."


And Ion's still grappled, so for his own part, he'll hit the grappler vampire with the wand of magic missiles for 18 points of damage.

I'm going to leave the azatas 'till gametime, since what they do is going to be very map-and-time dependent.


Thanks. I'll have to consider what this changes. I think it will mean one more attack on the Bralani Azata. What are the actions of the two Azatas? What is Ion's action? I believe he is still grappled even though the vampire failed on the pin attempt.


Thanks. Actually please give me the Azata actions. They are both pretty surrounded, so I don't think it is going to make much of a difference.


Oh - the Azata's attack of opportunity on the demon: an 18 on the die, for 31 and a critical threat, followed by a natural 20 to confirm the critical.

That does 5+8+2+8 for a total of 23 in one blow on the Nabasu. Sa-ha!

The upstairs Azata shrugs off the fire damage isn't bothered by the smoke. (Victor-the-player isn't sure if the azata breathes, actually, but either way this round.)


ROUND 25!

The fire spreads to the West, covering D-7 and C-7, where Quinley and the remaining Azata are. Fire damage this round is 5 HP.

Old Map:

Aldo continues to risk the fire and takes a five foot step to C-10, next to the water elemental and diagonal to Munafiq. He unleashes a blinding barrage of attacks on Munafiq. If Munafiq AC is 29, Aldo hits twice for 13 and 11 points of damage.

In the basement, 2 of the ghouls charge Ion and try to bite him. The guard wielding Raven's Head gets an attack of opportunity on the first ghoul, who amazingly resists the disruption effect, but can't survive the inherent destructive powers of the artifact. The second ghoul reaches Ion but misses with a bite. The third and fourth ghouls almost reach Ion, but instead attack the guard with Raven's Head. One astonishingly manages to bite the guard, for 7 points of damage, but the guard clearly shakes off the paralysis effect.

ARTHEN IS UP!

Behind GM Screen:

Fire 1: 1d20 ⇒ 16

Fire 2: 1d20 ⇒ 5

Fire damage: 1d6 ⇒ 5

Save for scarf: 1d20 + 18 ⇒ (16) + 18 = 34
Save for hat: 1d20 + 18 ⇒ (2) + 18 = 20

Bladed scarf: 1d20 + 19 ⇒ (4) + 19 = 23
Bladed scarf: 1d20 + 19 ⇒ (19) + 19 = 38
Bladed scarf: 1d20 + 14 ⇒ (12) + 14 = 26
Bladed scarf: 1d20 + 19 ⇒ (18) + 19 = 37

Confirm critical?: 1d20 + 19 ⇒ (8) + 19 = 27

Bladed scarf damage: 1d6 + 8 ⇒ (5) + 8 = 13
Bladed scarf damage: 1d6 + 8 ⇒ (3) + 8 = 11

Haste: round 4 of 5

G1 AoO: 1d20 + 16 ⇒ (14) + 16 = 30
G1 AoO damage: 1d6 + 7 + 2d6 ⇒ (4) + 7 + (1, 6) = 18
Ghoul will save: 1d20 + 5 ⇒ (20) + 5 = 25

Ghoul 2 bite: 1d20 + 3 ⇒ (4) + 3 = 7
Ghoul 3 bite: 1d20 + 3 ⇒ (20) + 3 = 23
Ghoul 4 bite: 1d20 + 3 ⇒ (12) + 3 = 15

Ghoul confirm crit: 1d20 + 3 ⇒ (9) + 3 = 12
Ghoul 3 damage: 1d6 + 1 ⇒ (6) + 1 = 7
G1 Fort save: 1d20 + 10 ⇒ (17) + 10 = 27


Here is a CURRENT MAP! of the upstairs


Here is one current map of the upstairs.

Here is a second current map of the upstairs.

Here is one current map of the basement.

Here is a second current map of the basement.


Arthen takes a 5' step forward (towards the door). Because this is a 5' step, it does not provoke and brings Arthen touch range of Munafiq. If Munafiq is alive...

She manages to make laying hands on Munafiq look easy, despite having to intermittently duck to aviod the Nabassu Demon's swipes (casting defensively natural 20 + 16 vs DC 19) taps Munafiq with Aid. This gives Munafiq 41 temporary HP (and a plus 1 morale on attacks and saves vs fear).

IF Munafiq is dead, she will attempt breath of life (DC 25).

The water elemental continues putting out the fire, getting as much of it as it can without leaving station, preferentially focusing on the fire off towards the stairs.


Er... sorry... trying to read with my eyes crossed. [Two hrs. sleep last night, not so much today...]

That would be 16 temp HP. [Sorry Munafiq].


The demon seethes in frustration as it tries to strike a blow while Arthen calls upon Calistria. The water elemental extinguishes the remainder of the fire on the end of the hallway AWAY from the stairs, because it cannot reach the fire in the portion towards the stairs without leaving its position.

The vampire in the basement focuses on the most immediate existential threat: the guard holding Raven's Head. He knocks the guard unconscious with two glancing blows that would have had little impact but for the tremendous strength the vampire put behind each. A third attack misses Oldrich.

The vampire in the main room upstairs drops his crossbow, moves to the square next to the water elemental while drawing his sword, and strikes at the Bralani Azata. It hits, but the poorly aimed blow is unable to do enough damage to penetrate the Azata's DR.

As the vampire moves by, the water elemental takes the opportunity to make a slam attack, but it fails to connect.

Behind the GM Screen:

Longsword: 1d20 + 16 ⇒ (19) + 16 = 35
Longsword confirm: 1d20 + 16 ⇒ (1) + 16 = 17
Longsword damage: 1d8 + 9 ⇒ (1) + 9 = 10

Longsword: 1d20 + 16 ⇒ (4) + 16 = 20
Longsword damage: 1d8 + 9 ⇒ (1) + 9 = 10

Guard One HP: -2

Longsword: 1d20 + 11 ⇒ (10) + 11 = 21

Longsword: 1d20 + 16 ⇒ (5) + 16 = 21
Longsword damage: 1d8 + 9 ⇒ (1) + 9 = 10

water elemental slam: 1d20 + 5 ⇒ (4) + 5 = 9


The Nabasu demon next to Arthen moves behind her, offers up a toothy grin, fingers one of many bones hanging on a necklace around its neck, and casts silence.

The two Nabasus at the top of the stairs cast spells and calmly reach out to touch the guard at the top. The terrified guard takes attacks of opportunity against both demons, but misses both times. The wily guard, however, manages to dodge both attacks, and the demons utter frustrated growls.

Behind the GM Screen:

Arthen Perception: 1d20 + 7 ⇒ (18) + 7 = 25

Guard attack: 1d20 + 16 ⇒ (4) + 16 = 20
Guard attack: 1d20 + 16 ⇒ (5) + 16 = 21

Nabasu touch attack: 1d20 + 9 ⇒ (1) + 9 = 10

Nabasu touch attack: 1d20 + 9 ⇒ (2) + 9 = 11


Tarcinzia lies unconscious and bleeding.

Oldrich takes a five foot step to the square between the vampire and the fallen guard, grabs Raven's Head, and swings at the vampire, but misses from making an off balance attack.

The vampire tales an attack of opportunity and swings at Oldrich while he is picking up the mace, but the attack clangs off Oldrich's buckler.

The guard at the bottom of the steps takes a five foot step to assume a flanking position against the vampire and strikes powerfully with his sword, narrowly missing.

The remaining guard holding off the Nabasu valiantly swings at one, but fails to connect. He bravely holds his position to defend his allies below.

Ion and Munafiq are both up, no need to wait for one or the other!

Behind GM Screen:

Tarcinzia stablize check: 1d20 ⇒ 3
She fails, so her HP are now -8.

Oldrich attack: 1d20 + 7 + 2 + 5 + 3 ⇒ (5) + 7 + 2 + 5 + 3 = 22

Vampire AoO: 1d20 + 16 ⇒ (6) + 16 = 22

Guard attack on Vampire: 1d20 + 13 + 4 ⇒ (7) + 13 + 4 = 24

Guard attack on Nabasu: 1d20 + 13 ⇒ (6) + 13 = 19

.


After the attacks and healing, Munafiq is still conscious but injured (26HP: 10 regular plus 16 temporary). (Again, I'm somewhat confused by the map because I'm dense, but it appears that at this point I can reach Aldo with a 5-foot step. Assuming this is the case...)

Munafiq takes a 5-foot step toward Aldo and attempts to let loose with a full attack and as much vengeance as he can muster against this abomination of natural laws who has been cutting us to shreds.

(First falchion roll=16+16=32 total to hit, possible crit=17+16=33 to hit. Damage = 2d4=(4+3)x2=14 +42=57. Second falchion=14+11=25, probably a miss but just in case of possible crit, second roll=18+11=29 total). If it hit, crit dam would be=(2+4)x2=12+42=54. And gore from the horns=3 (miss).)


[Correction - second falchion attack, which probably missed anyway, still can't be a critical because the roll was a 14, I needed at least a 15.)


So the total damage from the one falchion hit was 57, right?


Yes, 57 total. And my weapon for this whole combat (since dropping down the hole) has silversheen on it so it should be doing full damage to vamps.


Good reminder! How long does the silversheen coating last?


One hour. Nice!


Ion uses the wand of magic missiles to blast the oncoming ghoul for 21 points of damage, probably doing it in.

He then uses a hero point to get another standard action and casts Haste on himself, the unconscious Tarcinzia, all the guards, and Oldrich.

The demons over there are may not feel as calm as they look - they're probably suffering the effects of the Pyrotechnics smoke cloud: -4 to both Str and Dex. Plus I think they're still in the cloud, and therefore can't see.


Thanks, Ion. I'll work to get up a bunch of the next round. I think we all forgot about the effect of the pyrotechnics, which "spreads 20 feet in all directions and lasts for 1 round per caster level. All sight, even darkvision, is ineffective in or through the cloud. All within the cloud take –4 penalties to Strength and Dexterity (Fortitude negates). These effects last for 1d4+1 rounds after the cloud dissipates or after the creature leaves the area of the cloud." What is the DC? We'll need FORT saves from the demons, the guard below them, Munafiq, the second Azata, Aldo, the upstairs vampire, and the water elemental. For anyone who fails, the effect with last for Pyrotechnics effect: 1d4 + 1 ⇒ (4) + 1 = 5 rounds.

What I'm going to say is that, instead of spreading instantly, the cloud of choking smoke spread on Ion's action this round, enveloping all those who had been within 20 feet of the edge of the fire (or who moved into that area this round).


Round 26!

Aldo staggers from the tremendous blow delivered by Munafiq and the cloud of smoke descends on the group, covering the area in total darkness. Aldo hacks and coughs, and swings at Munafiq. Although it is a well placed blow, the attack misses due to concealment. Aldo then moves away from Munafiq, although none of the allies can see where he goes. (No attack of oppo. due to concealment.) You do hear him say "Come. Follow me."

Behind GM screen:

Fortitude: 1d20 + 9 ⇒ (7) + 9 = 16

Bladed scarf: 1d20 + 19 - 2 ⇒ (19) + 19 - 2 = 36

Concealment miss chance: 1d100 ⇒ 29

Acrobatics: 1d20 + 22 ⇒ (4) + 22 = 26

He moves out and up the wall.


Ion -- I'm realizing you didn't take an action for the Bralani Azata upstairs for Round 25.

Arthen -- feel free to post actions now for Round 26 for yourself and the water elemental. There's one more area for the elemental to douse; would need to take a five foot step West to get there. I need to post an action for the ghouls, but that won't affect you.

I will also try to revise the map. I've had a kind of chaotic weekend; we'll just pick up tomorrow night from wherever we can get.

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