Whisper in the Mists Epic 6 (Inactive)

Game Master Davachido

Current combat map

Initiative:
Initiative order: Rybal, Variel, Kopru , Malthu, Drak


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AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Variel runs the siren through its throat with his rapier.


"There!" Jazz exclaims, pointing to where he saw the mist fiend. "In the east wing of the house. I don't see the other one. Shall we route them out, or wait for them to come here?" he hesitates, looking to his companions for their preference, obviously drawn between hunting down the mist fiend and staying to protect Brice.


Does the party want to investigate here more or will they leave to find the mistfiends? Or something else entirely! :D


Male Kobold Sorcerer 6

I think we should go kill the mistfiend you saw--better than it sneaking up on us or something.

Rikaku hisses at Jazz's exclamation, grabbing up his spear and hurrying for the exit of this grotesque and nightmarish room. "We kill now. Kill before it kill us."

He switches to Draconic, knowing a couple of the party can understand that now. "I think this Brice man is beyond saving. Probably better to put him out of his misery. Chara girl should come with us for now, though."


Male Dwarf Druid 4 (HP 32/32)

"Should we take them with us?" asks Trogg as he pokes around amongst the dead, trying to see if there are any there who still have a spark of life left in them. Taking 20 perception for 30.


Chara has taken a sword and dagger from some of the dead bodies. Trogg comes over to inspect the rest to see if any are even remotely alive. None are by the looks of things, though he finds some of the ex-adventurers have some potions.

4 Cure light potions and 1 cure moderate potion.

Taking 10 on heal for Trogg

The wounds that you see the adventurers have taken are mostly large sword gashes or blunt force trauma, a few have large dog like bite marks. There are no talon scraps to speak of. You suspect the Siren might not have been the ones to kill these, use their bodies definitely though something else killed them.


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Hunting the mist fiend?... it will be a hard hunt. Mayhap we can fight them on this ground rather than in mist shrouded woods would be better,


In his beginner Draconic, Jazz says softly...

"I agree. I will do it, but it probably be better if Chara is not here. Do we agree?"

His sword is still at the ready, his eyes scanning around them keeping a watch for the mist fiends.


Male Dwarf Druid 4 (HP 32/32)

"It wasn't the siren that killed these people. Perhaps it was a mistfiend?"

To Brice: "Part of what afflicts you is beyond my ability to repair. I may be able to relieve some of your symptoms with magic tomorrow, but I'm not certain."

To Rikaku and Jazz: "What are you going on about?"


Jazz shakes his head... a truly ugly business. Switching to Dwarven, he translates what Rikaku and he had been discussing. Then he asks, "Do you really think you have the ability to save him? I've not researched much in healing magic to know, but if you're confident or determined to try and save him, then that's your call. I would make it painless and peaceful for him, though. I don't think he'd even see it coming."

His eyes shift to Brice and Chara both, to see if they might be understanding them.


Male Dwarf Druid 4 (HP 32/32)

If Brice's merely got some temporary ability damage, Trogg can cure that with one or more castings of lesser restoration. If he's got ability drain, that's one or more restorations, which, since this is E6, require Ritual Magic. The organ damage may require regenerate, which is out of reach of us mere mortals.
Trogg would like a little more certainty here. Is healing the ability damage likely to restore Brice's ability to move?


Neither Brice or Chara seems to understand what the group is saying.

Brice would be able to move with restoring his ability damage but for how long you are unsure. His body or at least his organs are no longer that of a functioning human. Once the sedatives where off you have no idea how he is going to feel with missing bits replaced with things that shouldn't be there.


"I leave this decision to you, Trogg, as you know most of the healing arts. It's an ugly business to put him down, especially if we don't have to, but remember that we have a greater mission before us." He lets the matter rest and waits for the dwarf's decision.


Male Dwarf Druid 4 (HP 32/32)

The stress of the decision he has been called on to make carves deep lines into the dwarf's face. My heart tells me to make every effort, but my head tells me even that may not be enough.

Does it look like Brice can be moved in his current condition? Are his internal organs still exposed? If so, what would it take to sew him back up?


Angry Badger (HP 25/26, AC 21)

While his master wrestles with questions of life and death, Clarance picks the wax out of his ears, sniffs it, then eats it.


It would take a dexterity check with +2 to sew him up as you have the tools infront of you if you pilfer them from the Siren.


Jazz has a high dexterity, but no healing skills... would he be able to make the attempt? Also it would be easier that way to slip him the knife if the attempt fails... "trying a different approach," or something like that.


Sewing him up won't require much heal check at the minute, from what I can tell you are just making sure his organs don't fall out. So that would just be Dexterity mod +2 at this point.


Dotting


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

Dotting


Male Dwarf Druid 4 (HP 32/32)

To Jazz in Dwarven: "I shall tell him the truth, but not the whole truth. Watch how he takes it. If he desires death, he shall have it. Either way, I would like your assistance sewing him up."

To Brice in common: "I'm going to be perfectly frank. The siren gutted you like a fish, removed some of your insides and messed with the rest. I think Jazz and I can sew you back together, but it will almost certainly hurt like hell tomorrow and for several weeks to come. The siren may have removed something vital, I can't tell. There's a decent chance you will slowly die an agonizing death. Even if you do survive, I strongly doubt you will ever be completely healed."

Sense Motive (untrained): 1d20 + 4 ⇒ (11) + 4 = 15

GM:
Would Trogg know anything about the sorts of experiments alchemists would be likely to do?


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

If need be I can... handle... the sewing... I am trained as a healer, Variel says, wiping vomit from his lips and looking wan and drawn out.


Brice chuckles. "Ah so I am screwed. Give sewing me up a shot a shot. If I die, I die. If it's getting too painful I'll off myself, I should've died back there with my friends anyway, I might get a new chance at life who knows. Don't know until I try."

Trogg can sense that he is being sincere though is hiding his obvious worry, although there is a sense of defeat in his voice as if he has resigned to the worse already.

Trogg:
Trogg doesn't have much knowledge of the sort of things going on here. He might have heard once upon a time that alchemists add or remove things from a body to 'improve' them. How or why he doesn't know.

Who is going to sew him up then? I have to say I quite like the moral dilemma you guys are having. Too many of my local groups would have just impaled him and moved on. xD


Jazz is still keeping an eye on the door, rapier out and pointed to the ground. "You really think you can handle it, Variel? You don't look too good."


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

He nods wordlessly and gets his kit out.


Sorry preemptive post. The current campaign map is always found in the same place, updated in campaign info.

Variel begins to work, with his knowledge in healing he knows where to thread the needle better than most, guiding his hand he tries to sew up poor Brice.

Dexterity check: 1d20 + 7 ⇒ (16) + 7 = 23

With diligent effort and precise strokes Variel sews Brice back up. Although Brice is quite numb he is able to stand. He slowly dresses himself in some gear, some of the party help out the man so that he might walk again.

"Thank.. Thank you my elven friend. I will treasure what little life I have left in my body. I think I can walk back to town when you are ready to leave."

Chara nods happily seeing her friend is alright though ailing. "I will up here with him feeding him and tending to him. I still will be joining you but for the moment I will help my friend until we get back to town."

The party hears clashing of weapons downstairs and screams of agony. Chara says worriedly. "What in the world is that? Have the mistfiends come back already?"

Brice wasn't going to have much plot, but heck now he will do. You guys put effort and great roleplay into saving him.

I will railroad this bit just a little so I can get the new members of the party in.

Jazz is still a little edgy at the situation but as he hears the sounds of battle he spurs the group into action to hunt down the mistfiend that he saw. Variel makes sure that Brice will be stable then joins his group, the rest of the group all gather together and hustle down the to the eastern wing of the house. When they arrive they see two half orcs and a human, weapons drawn fighting a fearsome Mistfiend. This one is much bigger than the group fought before.

The Mistfiend still has a doglike head with brown mist flowing off cloak features on its shoulders. The creature is holding a large axe that is crackling with lightning. The axe is currently lodged in the ground having just split open the head of a msle elf. Two other bodies are seen around him, one male human twitching on the ground with sparks of electricity still seeping from him. Lastly a half orc woman with the head spike of the axe buried into her chest impaling her to the wall. The spike having been broken off, leaving her there.

New party members only:

You came to the town of Chamarel to get some of this wonderfully Juicy reward. After having a good day in the Rum Runner with loads of other adventurers you gathered clues about the disappearances all seemingly heading towards a cave somewhere in the mountain but no-one you talk to has more information about it. You gathered up a rumour or two from the bartender Beltzer that there might be some clues in the old mansions around town. So you've come to this mansion, as you enter you see the door has been unlocked and there are fresh tracks outside. Some people and a two legged hoof creature.

You decide to be cautious in exploring the house, once entering the Antechamber you saw 3 routes, one to the west wing of the house, one to the east and one upstairs. You ventured down the East wing.

As you followed the corridor down you were ambushed by this large beast.

In a moments notice your friend Agatha was impaled to the wall and the top bit of this large creature's axe broke off inside her body.

The party regrouped trying to fight it but this creature was much too fast. A lightning bolt shot forth from the creature's body zapping your friend Dael, leaving him a twitching heap on the ground.

Your group finally had a chance to counter attack, you try to reach him in this narrow corridor but Elroein takes a hit to the gut and falls over. Your attacks didn't seem to do anything to the creature, finally the creatures axe comes down again, cleaving your friend's head in two. Immediately afterwards you hear footsteps come from behind you, now what?

Your friends lie torn and maimed on the field, you couldn't do anything to help them. Think how this makes your characters feel and how to carry the next scene.

Initiative order:

Variel
Mistfiend
Drak
Jazz
???
Clarence
Rikaku
Trogg & Rybal
Malthu

Initiative rolls:

Variel: 1d20 + 7 ⇒ (19) + 7 = 26
Jazz: 1d20 + 4 ⇒ (17) + 4 = 21
Rikaku: 1d20 + 2 ⇒ (4) + 2 = 6
Trogg: 1d20 + 2 ⇒ (3) + 2 = 5
Clarence: 1d20 + 3 ⇒ (6) + 3 = 9
Rybal: 1d20 + 2 ⇒ (3) + 2 = 5
Drak: 1d20 + 3 ⇒ (20) + 3 = 23
Malthu: 1d20 + 1 ⇒ (3) + 1 = 4
Mistfiend: 1d20 + 7 ⇒ (17) + 7 = 24
?: 1d20 + 7 ⇒ (4) + 7 = 11


No! Elroein!

Rybal lets out a howl of fury as the axe falls. You bloody, dog-faced cur! I'll kill you for that! Rrragghh!! . He keeps his massive shield leveled towards the fiend, trying to keep it at bay with his blade and looking for an opening, but overextendig himself in his rage.


Is it the same mistfiend that I saw earlier? Also, Jazz definitely expends a use of his Arcane Pool for this one -- 10 rounds of +1.

Round 1

Jazz rounds the corner, and taking in the scene with a swift, practiced eye, launches himself into the battle. A new, magical shimmer glosses the blade of his rapier as it swishes toward the mistfiend's chest.

Charge Attack 1d20 + 10 ⇒ (9) + 10 = 19
Damage (Arcane Pool + Arcane Strike) 1d6 + 6 ⇒ (5) + 6 = 11


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

*cough* I know I'm new to this group so forgive me if I'm stepping on any toes and/or rules lawyering where I should not be. Assuming you are trying to charge the large black wolf looking thing on the map you can't since there are objects (party members in this case) in the way. Also using the Arcane Pool to up your weapon to +1 is a swift action. Using Arcane Strike is a swift as well and you can only do one swift action per turn (so you'll need to pick one barring additional house rules).


Male Kobold Sorcerer 6

Rikaku is relatively shell-shocked upon walking into yet another corridor filled with death. "Ugyah! Who these?!" The kobold shakes his head. "No, neverminds! Kill mistfiend!" Skittering further down the corridor, the kobold shouts and gestures wildly at the dog-headed creature's crackling lightning weapon. The shaft freezes in an instant, a thick coating of cold ice making it difficult to keep a grasp of.

Casting grease on the mistfiend's axe, Reflex DC 14 or it drops its weapon. It has to make the same save every round.


Oh there's a map. I posted in a hurry -- sometimes there is and sometimes not. And the Arcane Pool lasts 1 minute... so I'm just assuming that Jazz would have -- as a swift action -- had a moment while moving out to use it before combat started.

Welcome, by the way!


The basic gist for when I use maps is when positioning might be important. If you are in a large room with one target I don't particularly care for a map as that will slow things down. Though I will always put in my post if we are using a map for the fight.

I'm guessing Variel will cast a spell or hex at the creature because he can't reach it to hit it. Since that won't change what the creature will do I shall take the Mistfiend's turn.

The Mistfiend rears up and slashes in front of him trying to cleave through the two half orcs in his swinging arc.

Attack vs Malthu: 1d20 + 8 ⇒ (6) + 8 = 14
Attack vs Rybal: 1d20 + 8 ⇒ (16) + 8 = 24

damage vs Rybal: 2d6 + 5 ⇒ (6, 5) + 5 = 16

The Mistfiend misses Malthu with his axe but it manages to just about breach Rybal's tough as nails armour damaging the other half orc. Bolts of electricity continue to build up on the Mistfiend's axe though it doesn't seem to have as much before it shot out that bolt of lightning earlier yet.

@Jazz do you want to delay since you can't reach that creature?

Waiting on Variel, Jazz and Drak now before I resolve the '?' turn.


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

Drak furious about his comrades getting killed turns uses that anger and focuses his ki, bending the light around him then he moves to the other side of the creature trying to aim at a vital spot and flanking for his allies.

You will find justice today my friends

Swift Action- Vanishing Trick
Move Action- tumble through enemy square (while invisible): 1d20 + 8 ⇒ (9) + 8 = 17
Standard Action- Attack: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Confirm Critical: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17

damage: 1d6 + 3 + 12 ⇒ (6) + 3 + 12 = 21
Extra damage if critical confirms: 1d6 + 3 ⇒ (1) + 3 = 4

Note - this attack is made vs flat footed AC since it was done from invisibilty

Ki used 1 of 6


Male Wandering Nomad 3

Sorry, yeah, I'm going to change my actions completely. I thought I'd written it earlier, but apparently it got eaten.

Jazz springs into action, moving toward the mistfiend and the newcomers briskly, sword-in-hand. He runs forward thirty feet, then promptly -- after a quick muttered word and subtle hand movement -- disappears. "I'll be flanking it," he says, loud enough for the newcomers to hear him.

Casting Vanish -- as Invisibility for 1 round. Also, I'll just presume that activating the Arcane Pool will be done this round, if that's alright. So it should run out on the 10th round of combat.


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Hexing while I move up and drawing my rapier.

Trying to remove AC - Save DC15


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

Am I crazy or did a second one of these appear on the map :O


Man I'm going to need big bold letters every combat since everyone keeps forgetting, "Crits are automatically confirmed for PCs". Drak you seem to have gotten halfway there as I'm guessing the 12 is the maximized sneak attack because you did a critical hit.

Just to make it clear as I think someone else in another of my games got this mixed up, the sneak attack dice is maxed on a critical hit (nat 18-20 in Drak's case) not all the time.

@Jazz yes that's fine

Will save: 1d20 + 7 ⇒ (15) + 7 = 22 saved, -2 AC for 1 round.

Variel moves up and hexes the creature to make it easier for his allies to hit. Jazz moves up and renders himself invisible while Drak tries to tumble through the enemy. He manages to do so as the Mistfiend can't see him. Then lands a damaging blow to it's back, it shrieks out in pain but is still ready and willing to fight.

Out of the cracks in the structure more mist seeps into the corridor, behind the party just behind Trogg and Clarence another Mistfiend forms. This one just as large as the one in front of them. Though this one is holding a sword instead of an axe. It then tries to cleave through the two at the back.

Trogg: 1d20 + 8 ⇒ (4) + 8 = 12
Clarence: 1d20 + 8 ⇒ (6) + 8 = 14

Thankfully it swings too high to hit either the dwarf or badger but the threat of him being there is no less real.


I just want to see if the baddie fails his save vs the grease before I take my turn. Do you want us to pre-roll AoOs (like, if I trip him should I preroll an AoO contigent on him standing up, etc?) Nice hit Drak, btw, and good one Variel. I love witches, and I love evil eye/ cackle


Reflex: 1d20 + 10 ⇒ (18) + 10 = 28

When Rikaku casts grease the weapon stays firmly in the Mistfiend's hands however the grease is still there and may yet fly out of the creature's grasp.

If you are triggering an AoO on yourself like going through threatened squares you can roll the attack if you so wish. (I'll do it if you don't). Though for the monsters provoking from you guys I will roll your attack roll against them as part of my post. So including any bonuses you might get in your profile would be good, you've done that already from what I can see though. ^^


Inactive

Round 1

"Elroein! By Sarenrae's light, I will avenge you!" Calling on the power of his goddess, he steps forward and strikes at the beast recklessly with all his might.

Swift action: smite evil (+2 attack and AC bonus, +3 damage, if evil)
5-foot step straight forward (to avoid blocking Rybal)
Full-attack, power attack, flanking, evil eye, assuming smite evil works
Primary: 1d20 + 5 - 1 + 2 + 2 + 2 ⇒ (10) + 5 - 1 + 2 + 2 + 2 = 20
Damage: 1d8 + 3 + 2 + 3 ⇒ (1) + 3 + 2 + 3 = 9
Secondary: 1d20 + 5 - 1 + 2 + 2 + 2 ⇒ (19) + 5 - 1 + 2 + 2 + 2 = 29
Damage: 1d8 + 1 + 1 + 3 ⇒ (2) + 1 + 1 + 3 = 7

Edit: Adjusted for Drak's correction


Male Human Ninja (6) HPs 51/51 AC 17 (19 when invisible) FF 14 T 13 CMD 17 Fort +4, Ref +9, Will +3, Init +4 Per +10

Sorry about misrembering your house rules. I'll make sure to reread them to minimize the mistakes. Also Malthu - Smite Evil adds your cha bonus to hit but your paladin level to damage, so you should be getting +2 to hit and +3 to damage.


Ok, my actions are contingent upon the outcomes of those attacks, so here goes:

If it's my turn and the hurt mistfiend is still alive:
Rybal swings viciously at the creature, hoping to avenge his friend. He then backs away, moving towards the other foe and addressing the newly arrived adventurers. This thing cut down our friend! No Quarter

Actions for above scenario:
Standard, attack the hurt guy. Flanking, vs his "hexed" AC, combat Expertise 1d20 + 7 ⇒ (16) + 7 = 23 Damage: 1d10 + 4 ⇒ (6) + 4 = 10. 5ft move one square west.

If Malthu's attack drops the guy:
I will instead move south of Variel and say: This thing cut down our friend! Get behind me, Elf, or you might suffer the same. Standard: Ready action to trip the other mistfiend if he gets within my reach, roll should be exactly the same as above, 23 vs CMD (if you want me to reroll, let me know).

If my attack drops the guy:
Instead of a 5ft move, I will move to the square south of Variel and say: This thing cut down our friend! Get behind me, Elf, or you might suffer the same.

AoO instructions:
If I trip the guy to the west successfully, when he stands I will attack him for straight damage with an AoO. If he does something else that provokes another AoO, like moving, I will try to trip him again (I have combat reflexes).

Phew, I think that's everything! ;-)


So just Trogg and Clarence to go and then it's back to the top with Variel to start. The creature is still standing after Rybal and Malthu's attacks.


Ok, so I hit a 23 (effective 25 from hex) for 10 damage and then 5ft to the west.


Angry Badger (HP 25/26, AC 21)

Clarence leaps forward and unleashes his full fury on the mistfiend.

bite: 1d20 + 6 ⇒ (11) + 6 = 171d4 + 4 ⇒ (4) + 4 = 8
claw: 1d20 + 6 ⇒ (10) + 6 = 161d3 + 4 ⇒ (2) + 4 = 6
claw: 1d20 + 6 ⇒ (8) + 6 = 141d3 + 4 ⇒ (2) + 4 = 6


Male Dwarf Druid 4 (HP 32/32)

Trogg retreats out of reach of the mistfiend, keeping his shield between him and danger. Total defense for +4 AC (21 AC). Trogg's movement will provoke an AoO. If it's got more reach, move him back.

Mistfiend's AoO: 1d20 + 8 ⇒ (13) + 8 = 21


Clarence tries to ravage the Mistfiend only scratching it a little with his bite and one of his claws. Trogg tries to move back but doesn't dodge the incoming blow from the Mistfiend.

damage: 2d6 + 5 ⇒ (1, 4) + 5 = 10

Rikaku casts his grease spell, then the Half-orc brothers in arms go to town trying to take vengeance for their slain comrades. The smite that Malthu cast seems to being doing it's job well. The mistfiend to the East of the corridor now fully battered and bruised has a large amount of lightning charged up in its weapon.

The creature is indeed evil

Both the creatures are still standing, each of them is snarling menacingly at the party. Mist around their muzzles condensing and then going up in sparks, loud crackling noises fill the corridor. The one to the East seems ready to unleash a blast of lightning again. The Mistfiend stares down at Malthu and Drak, a low growl building up in his throat. The pair of friends could swear that if they could see a smile in a creature's muzzle they are seeing it now.

Round 1 over, back to the top.


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6

Variel begins to cackle and laugh sinisterly keeping the hex on the first mist fiend going while hexing the 2nd mist fiend, hampering its combat effectiveness.

Cackle is a move action, extending any debuff in progress, Hexing a standard - hexes the 2nd fiend to be -2 to hit on its attacks


Will save: 1d20 + 7 ⇒ (19) + 7 = 26 Saved, -2 to attack for 1 round

The other Mistfiend gets hexed as well, though Variel is intending to keep them hexed for a long while with his cackling.

The mistfiend next to Malthu and Drak growls even louder then a thunderclap rings out. Lightning spews forth adjacent to the creature attacking both friends.

reflex save: 1d20 + 10 ⇒ (12) + 10 = 22

damage: 4d6 ⇒ (5, 5, 5, 6) = 21 Reflex 13 for half damage

Despite the continued use of the large greased up weapon the Mistfiend manages to keep a grasp on it. The group can hear the creature panting wearily, it might be on its last legs.

Damn I'm rolling well for this one.


AC13(17)*/Touch13/Flatfoot10/CMD 16||HP30/[30]| Fort:+2 ;Ref:+4 ;Wil+5|Percept +8/Sense Motive +0|Init+7| Elvish Male Witch 6
Davachido wrote:
Variel is intending to keep them hexed for a long while with his cackling

Witches can be fun :)

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