Wondering the Silent Caverns (Inactive)

Game Master Amsheagar

>>>Map<<<

Init:

[dice=Shellin]1d20+2[/dice]
[dice=Maraiah]1d20+2[/dice]
[dice=Hob]1d20+3[/dice]
[dice=Gargon]1d20+3[/dice]
[dice=Unbeugsam]1d20+0[/dice]
[dice=Vemarus]1d20+6[/dice]
[dice=GM's Pet 1]1d20+6[/dice]
[dice=GM's Pet 2]1d20+6[/dice]


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Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Perc: 1d20 + 8 ⇒ (16) + 8 = 24


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Perception: 1d20 + 6 ⇒ (14) + 6 = 20


You see that the rocks along one side of the cave are a little oddly colored, some sparkle but they all shine.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Maraiah initially doesn't notice the difference in the rocks, but once pointed out she tries to consider the possible cause or meaning.

Perception: 1d20 + 6 ⇒ (2) + 6 = 8
Knowledge Dungeoneering: 1d20 + 8 ⇒ (5) + 8 = 13
Knowledge Nature: 1d20 + 7 ⇒ (11) + 7 = 18


While these stones are not that rare, they are commonly used in potions, spells and some equipment.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

"We should mine them! They might be quite useful in the future"


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Shellin will take a moment as they are going over Hob's possessions to organize gear. "I would like to use his bag to separate our party's gear from my own."

If no one objects, he will then place all party gear including Hob's unclaimed gear into Hob's bag of holding. He will then store Hob's bag of holding into his own bag of holding. All scrolls he will place within the side pocket of his backpack.

As they continue through the caverns he will resume casting Message on both Maraiah and Gargon.

Upon the discovery of the stones, Shellin's eyes will light up. "One can never have enough spell materials."
Taking 20 Proffesion Stonework? -2 no tools +1 Wis is 19...
Unless you want us to use Survival to Forage here


With taking 20, you would fail until you succeed, which would ruin a lot of the material. Stonework would be what you want to use. That or Alchemy to set up a charge.

As you are looking at the stones on the wall, you hear foot steps behind you. As you look, you see this elf looking at a map, in a sense of confusion. He looks up and sees you looking at the rocks.

Hallow:
You don't know how you ended up in the cave and the last thing you remember is a shadowy figure visiting you late one night.


Attacks:
[dice=Thrown To-Hit]1d20+5[/dice] [dice=Bomb Damage]2d6+4[/dice] [dice=Bow To-hit]1d20+4[/dice] [dice=Bow Damage]1d8[/dice] [dice=Rapier To-Hit]1d20+2[/dice] [dice=Rapier Damage]1d6+1[/dice]
Male Elf Alchemist 3 | HP: 28/28 | AC14/ FFAC12 / TAC12 | Saves: (F:+4 R:+5 W:+1)

Hallow wanders through the caves, consulting his map with a look of consternation on his face. That confusion comes from the fact that the piece of parchment isn't helping him orient, as he can't find his current position on it. Underground is a lot harder to navigate than the surface for the elf. His eyes leave the parchment to check the path in front of him, and he sees a motley assortment of what he assumes to be adventurers, as there's little other reason for such a diverse group of individuals to travel these caves together.

He examines the group before raising a hand in greeting. "Hello. Don't suppose you have any idea where we are, I have no blasted idea why I'm here. I mean, I know why I'm here but I thought I'd be walking here and now I don't know where in these damnable caves I'm at."

Prepared Extracts:
2 Extracts left unprepared
1 Targeted Bomb Admixture
1 Shield


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Glancing at the rest of the party, Shellin will step forward. "Fear not friend, we are just as lost as you are. We were continuing on when we stopped to examine these odd rocks."

He will extend his hand forward, "I am Shellin."


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

"Maraiah." the ranger says with an amicable nod. "We aren't exactly lost, in that we know how we got here and where we're headed, just not what lies ahead."


Attacks:
[dice=Thrown To-Hit]1d20+5[/dice] [dice=Bomb Damage]2d6+4[/dice] [dice=Bow To-hit]1d20+4[/dice] [dice=Bow Damage]1d8[/dice] [dice=Rapier To-Hit]1d20+2[/dice] [dice=Rapier Damage]1d6+1[/dice]
Male Elf Alchemist 3 | HP: 28/28 | AC14/ FFAC12 / TAC12 | Saves: (F:+4 R:+5 W:+1)

"Hallow," the elf will introduce himself, examining the stones that Shellin made mention of.

Know (Nature): 1d20 + 10 ⇒ (16) + 10 = 26 Not sure if I know about them being spell components but going out on a limb and saying I can know that they aren't the normal precious gems with that Nature check.

"Hmm... interesting. They don't seem like precious gems, but they do have a certain lustre about them." The elf regards the wall, then the cave around him. "If only I'd taken those engineering seminars with Venture Captain Dreng... I might be able to figure out how to get some of them free without collapsing the tunnel." He shrugs. "But, no changing the past."

Hallow's eyes will rove over the party, as the medic in him performs a cursory examination of each one of them out of habit. He's somewhat offput when he realizes that what he had assumed to be a gnome from a distance in the dark was actually a goblin, but it hasn't tried to maul anyone yet and the alchemist is prepared to give the creature the benefit of the doubt. "I don't suppose you've room for one more traveler on your road? I'm an herbalist of sorts, skilled in healing and the like, though I've never had more than a little magic." the elf states with a flourishing bow, patting the messenger bag at his side, "Something of an alchemist as well, in that I use some of what I gather in some... dynamic ways. Pushes that tiny hint of arcane aptitude into something more useful than cantrips."


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Gargon saunters up to Hallow and smiles widely, showing his teeth.

I am Gargon, do you hunt?


Attacks:
[dice=Thrown To-Hit]1d20+5[/dice] [dice=Bomb Damage]2d6+4[/dice] [dice=Bow To-hit]1d20+4[/dice] [dice=Bow Damage]1d8[/dice] [dice=Rapier To-Hit]1d20+2[/dice] [dice=Rapier Damage]1d6+1[/dice]
Male Elf Alchemist 3 | HP: 28/28 | AC14/ FFAC12 / TAC12 | Saves: (F:+4 R:+5 W:+1)

Slightly offput by the goblin speaking Common and its general friendly demeanor, rather uncharacteristic of greenskin races in general, Hallow will hesitate slightly before answering. "Occasionally, yes. I mostly eat vegetables, but meat is an essential part of my diet and I prefer to kill and clean it myself."


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4
GM Amsheagar wrote:
Stonework would be what you want to use. That or Alchemy to set up a charge.

A half-smile to his face, Shellin will add in: "You won't have worry for meat for a bit. We killed two bats the size of horses a few tunnels back, and thus have enough meat for all of us and then some!"


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Since we stagnated I guess we aren't getting the rocks XD
Everyone ok with moving on?


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

I have no skills I could sue to quarry then rocks, so I can't help, sorry.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

All my underground specializations involve traps or creatures. If you mention their value In Character Hallow might be able to do something.


Male Shield Dwarf
Spoiler:
AC 23/T22/FF20 H83/83F+11 R+10 W+13 (+5) Init +9 Perception +17
Fighter 10

Same!


After looking at the gems in the wall, you can tell that there is enough material for 30 level 1 spells, 20 level 2 spells or 10 level 3 spells. These can also be used in potions. You are easily able to get it out of the wall.

Continuing down the tunnel?


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Gargon will scout ahead down the tunnel.

Looking for trouble: 1d20 + 6 ⇒ (16) + 6 = 22


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

Leaving enough distance for his scouting to be effective, Maraiah follows, keeping an eye out for anything of note.

Perception: 1d20 + 6 ⇒ (16) + 6 = 22 24 if involves monstrous humanoids (AUTO check hazards within 10 ft)


Attacks:
[dice=Thrown To-Hit]1d20+5[/dice] [dice=Bomb Damage]2d6+4[/dice] [dice=Bow To-hit]1d20+4[/dice] [dice=Bow Damage]1d8[/dice] [dice=Rapier To-Hit]1d20+2[/dice] [dice=Rapier Damage]1d6+1[/dice]
Male Elf Alchemist 3 | HP: 28/28 | AC14/ FFAC12 / TAC12 | Saves: (F:+4 R:+5 W:+1)

Hallow will keep back near Shellin, more comfortable behind the main force of the party. He keeps his eyes peeled for trouble while thinking of the possible uses of those stones, now resting safely in Shellin's bag of holding.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24


Moving down the tunnel, you run across a 3-way split. You are unable to locate any markings on any of the walls.

Gargon moves down each tunnel 50 feet and is unable to locate anything.


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

I cannot see anything down any of these tunnels. Which way do you think we should go?


Attacks:
[dice=Thrown To-Hit]1d20+5[/dice] [dice=Bomb Damage]2d6+4[/dice] [dice=Bow To-hit]1d20+4[/dice] [dice=Bow Damage]1d8[/dice] [dice=Rapier To-Hit]1d20+2[/dice] [dice=Rapier Damage]1d6+1[/dice]
Male Elf Alchemist 3 | HP: 28/28 | AC14/ FFAC12 / TAC12 | Saves: (F:+4 R:+5 W:+1)

Hallow regarded the tunnels. All 3 seemed fairly equal to him, no distinguishing markings and no differing reports from Gargon. "Well, all things being equal, they had a saying in the Society when I was training. 'Left is right and right is wrong.'" He shrugged. "Since we don't have any real information, I say we go left."

Ayyyyy PFS joke.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Hmmm. Logic or statistic...
Slightly checked out look on his face, Shellin will speak aloud, to no one in particular, "If we are thinking about the return trip, taking a right would continue our pattern of 'right then left'. It would make the return trip amazingly easy to remember if we just have to follow the reverse, a left then a right, to eventually return to the surface."

Visibly coming back to himself Shellin will give his half smile again."Though I don't mean to put aside the wisdom of the Pathfinder Lodge!"


Attacks:
[dice=Thrown To-Hit]1d20+5[/dice] [dice=Bomb Damage]2d6+4[/dice] [dice=Bow To-hit]1d20+4[/dice] [dice=Bow Damage]1d8[/dice] [dice=Rapier To-Hit]1d20+2[/dice] [dice=Rapier Damage]1d6+1[/dice]
Male Elf Alchemist 3 | HP: 28/28 | AC14/ FFAC12 / TAC12 | Saves: (F:+4 R:+5 W:+1)

Hallow shrugs. "If you have a pattern then stick to it. Right it is. To be quite honest we only say that so that we don't spend hours dithering over directions in unsafe ruins. Any decision is far superior to no decision."


I take it that you all are headed right.

As you travel down the right path, you start to see strange writings on the wall.

Linguistics 25:
The writings are for the most part gibberish and you can't make any sense of what it's saying. Something about a dog.

As you continue, you come across a craves the drops out of sight. Across the way, you can see a passage as it continues. You see stalactites (stalagmites?) hanging down from the wall all thew way across.


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Not going to make the linguistics DC, but rolling anyway.

Linguistics: 1d20 + 1 ⇒ (7) + 1 = 8

Gargon looks across at the far side, trying to estimate the distance across.

Looking to see how likely jumping across would be, even using stalagmites. Geograghy check or survival? Just what popped into my head. I'll roll both.

Geography: 1d20 + 1 ⇒ (14) + 1 = 15

Survival: 1d20 ⇒ 7


Gargon:
You know that it is possible to jump across. If you decide to do so, give me a perception check and 5 jump checks.


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

C ceiling G ground. Easy way to remember which is which

Maraiah looks up, studying the stalactites intently as she looks across the distance.

Perception: 1d20 + 6 ⇒ (3) + 6 = 9
Knowledge Dungeoneering: 1d20 + 8 ⇒ (7) + 8 = 15
Knowledge Engineering: 1d20 + 8 ⇒ (4) + 8 = 12


Maraiah:
You think that you might be able to attach a grappling hook to one of them, but not sure if it's wise. DC to hit is 15.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Knowledge Dungeoneering: 1d20 + 7 ⇒ (18) + 7 = 25
Shellin will take a moment to observe the rock formations and the chasm, reasoning a way across

How far across is the chasm, and is there something I could secure a rope to?
@Party I can put one of these animate rope scrolls to snake some knotted silk rope across the chasm. DC 10 to climb or maybe an Acro check of some DC to walk across


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Being young and agile Gargon sizes up the path across the chasm. Reaching into his backpack he pulls out 100 feet of silk rope and ties one end around his waist.

Will you please hold this. Incase I fall I don't want to die.

Perception: 1d20 + 6 ⇒ (6) + 6 = 12

He moves back a little from the ledge and runs forward launching his small body out toward the first landing, striking out toward the other side.

GM Amsheagar, can I take 10 on my jump checks please? Would give me a jump result of 17


Attacks:
[dice=Thrown To-Hit]1d20+5[/dice] [dice=Bomb Damage]2d6+4[/dice] [dice=Bow To-hit]1d20+4[/dice] [dice=Bow Damage]1d8[/dice] [dice=Rapier To-Hit]1d20+2[/dice] [dice=Rapier Damage]1d6+1[/dice]
Male Elf Alchemist 3 | HP: 28/28 | AC14/ FFAC12 / TAC12 | Saves: (F:+4 R:+5 W:+1)

Hallow stalls Gargon's leap long enough to secure the rope to the wall with a few climber's knots, a piton from the spelunking kit, a hammer, and blunt force applied to the wall. He holds the middle of the rope loosely, in order to allow Gargon freedom for his leap while still being ready to seize hold of the lifeline should the little guy need it. "If anyone a little stronger than me wants to help hold onto this I'd really appreciate it."


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

When a character or creature is not in immediate danger or distracted, it may choose to take 10 on some rolls (specifically, skill checks). Pretty sure a risk of falling to your death counts as immediate danger

"I might alto be able to hit one of them with a grappling hook to provide an additional support line or another means across." Maraiah says to the others.


Climb checks, where you would be in danger, and acrobatics, where you have to jump over a craves, are something that you would need to roll... Unless you had no way of failing the check. Remember, 1 on skill rolls is not an auto failure.


Attacks:
[dice=Thrown To-Hit]1d20+5[/dice] [dice=Bomb Damage]2d6+4[/dice] [dice=Bow To-hit]1d20+4[/dice] [dice=Bow Damage]1d8[/dice] [dice=Rapier To-Hit]1d20+2[/dice] [dice=Rapier Damage]1d6+1[/dice]
Male Elf Alchemist 3 | HP: 28/28 | AC14/ FFAC12 / TAC12 | Saves: (F:+4 R:+5 W:+1)

Hallow peers into the darkness, hoping his elven eyes and the light from his and his companions' light sources is enough to see the other side of the crevasse. He looks over to Shellin after checking. "See if you can find a pebble or something and cast that light spell on it, then drop it down the hole. We might be overreacting here. Might not be too far down after all."


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

"Can you see the bottom?" Maraiah asks Gargon, knowing his vision was far better adapted to the darkness.


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Ok, here are my acrobatics checks

Acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12

Acrobatics: 1d20 + 7 ⇒ (5) + 7 = 12

Acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11

Acrobatics: 1d20 + 7 ⇒ (2) + 7 = 9

Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19


Attacks:
[dice=Thrown To-Hit]1d20+5[/dice] [dice=Bomb Damage]2d6+4[/dice] [dice=Bow To-hit]1d20+4[/dice] [dice=Bow Damage]1d8[/dice] [dice=Rapier To-Hit]1d20+2[/dice] [dice=Rapier Damage]1d6+1[/dice]
Male Elf Alchemist 3 | HP: 28/28 | AC14/ FFAC12 / TAC12 | Saves: (F:+4 R:+5 W:+1)

"Or he could just jump." Hallow will track the goblin's arc through the air, ready to seize the rope and haul him back up should it become necessary.


Gargon manages to get halfway before his footing slipped and he need to make a reflex save to stop him from falling to his death. using your last roll

Gargon:
Now that you have litterer stopped on this thing, you can't miss it anymore. You see some weird diagrams. You see a half circle on the left, a full circle in the middle and another half circle on the right. You notice that this Stalagmite can be turned.


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

There pictures or something here, and this stalagmite looks like it twists.


Prepared:
Slots: 4/5 || Dancing Lights, Detect Magic, Jolts, Message, Read Magic || Toppling Magic Missile, Infernal Healing, Burning Hands
Human Collegiate arcanist 3 Pool: 4/6 || Init: +2 || HP; 21/21 || AC:14 || Fort: +2 || Ref: +3 || Will: +4

Shellin will stare wide-eyes at Gargon's Acrobatics, or lack thereof. He just... He just handed it off and jumped.

"Twist it and see what happens!"
Maybe his luck will hold...


Female Human Infiltrator/Skirmisher/Dungeon Rover (Ranger) 3: HP 33/33 : AC: 16, T: 13, FF: 13: Fort: +4 (+8 NL environmental damage or suffocation) Reflex: +6 Will: +1 : Perception +8 (auto check within 10 ft)

"Completely insane." Maraiah mutters.


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Before he twists the stalagmite Gargon looks at the diagrams.

What do you want for a comprehension check on the diagrams?


int check... Knowledge dungeoneering


Male Barbarian (Feral Gnasher) - 3 || AC: 16, touch 12 || flat-footed 14 || HP: 42/48 || BaB: +23|| Init:+3 ||CMB: +5 ||CMD: 16 Goblin Barbarian (Feral Gnasher) (3)

Knowledge Dungeoneering: 1d20 ⇒ 10


Gargon:
You don't really know what these mean.

The rest of you see Gargon on the column, trying to figure out which way to turn it and he looks a little stumped.

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