Otimuragran's Tail (Inactive)

Game Master Me'mori

A spark of capability earned their passage into a unique school. Now, trained in the basics, they are sent out into the world to hone their skills.


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You were not sure what you expected to see when your Master gave you the coin and directions. That those directions would see you spending a few months waiting at a Caravan Master's depot was definitely not something that you expected, much less that they took a look at the coin and said nothing more, giving you a room. There was always work to be done that suited you, until one day when a caravan pulled in. They were listed in the ledger as "Silverpoint Esoterics", and were slated to stay a few weeks.

A couple days later, hands from the caravan came looking for you. Assuring you that they meant no ill-will, only that they were sent to bring you to your next teacher. The coin you had been given served as an endorsement all on its own, you learned. So now you had the opportunity to further your studies, and explore what might develop under the tutelage of a different Master. When you accepted, you were formally welcomed as their apprentice and a member of the caravan.

The goal of the caravan was to find and market the rarer things, the items that were difficult to come across, the materials that were known to be hard to acquire. Whether it was through standing trades, or the product being crafted from the raw material, this was their specialty.

Atsuko:
Three years have passed and as you traveled with the caravan, and in that time you have studied with the Forgemaster Alaster Lindell, they have instructed you in small refinements to your craft that have seen the quality of your work improve more than you thought possible for such small changes. Your skills at dance were tested and improved as part of your lessons in the blade, several teachers playing a part in developing the techniques you now claim.

The fact that this caravan hosts a large number of Masters, both in craft and blade is something that is definitely uncommon, though when you do inquire about the reason why that may be, the answers that you receive are less than clear. As an apprentice, that is not unsurprising. It has been stated that your role here is to learn and develop, to the satisfaction of your teachers. In the time that you have been traveling, that training has occurred over various forms of terrain, as well as practical lessons in your trade skills.

Dymitri:
There has never been a lack of a need for those skilled in medicine. From the months spent with the Caravan Master's Hub to the years spent with the caravan, the variety of things that you have encountered is still able to fascinate and amaze you. Thanks to your skill, you are considered one of the most valued members of the caravan. Your instructor in the arts of life and health is a small halfling woman who introduced herself to you as Nat. She did say that her actual name was longer, but everyone here just called her Nat, and she was fine with it.

The opportunity to travel was a boon for your studies and your practice. As the caravan traveled from the steppes of Varisia to the forests of Andoran, and as far east as the sands of Quadira, the ingredients that you could acquire allowed for the exploration into numerous potentials. It was certainly enough work for you, as the regular care of the caravan members as well as the animals ensured that you never lacked for lessons. The quirks of your teacher also guaranteed that any lesson you learned had a practical basis, since quite nearly everything was hands-on.


Striker 3 | HP 30 | AC 21 T 20 FF 17| F +6 R +5 W +2 | Init +3 | Perc +7 |

Dymitri was well-accustomed to life as part of a caravan. It reminded him of his childhood, of travelling with his parents and bringing relief to lands ravaged by disease and war.


HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

Atsuko spent each day living her best life. She focused on the little things in the teachings honing each like the edge of a blade. She improved daily bringing honor to her actions and honor to her family name. Though she found it odd for so much talent and knowledge to be so isolated here in the caravan she didn't make it her concern. She continued her routine training daily at the forge, then at dance. At night she would wind down and have a drink and play games or engage in conversation with the other apprentices.


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Morcrug:
Of the three of them, Morcrug had been around the longest at four years. Often charged with keeping an eye on anyone that might be looking to start trouble where the caravan stopped to trade when they were not in the midst of a task at the forge, there have been a couple of occasions where some individuals thought a little too much of themselves and harrassed a caravan member. In those situations, Morcrug was one of several sent to deliver a warning.

Few people required more than a warning.

When they were not tasked with manufacturing wares for sale, they also helped in making sure both man and animal alike remained healthy. A caravan being on the move a lot meant a lot of wear and tear all around. Rarely were they used as extra hands, but there was little beyond the administrative things that went on with the caravan that they did not have some experience handling.

Of his Masters, Judoc was who continued his instruction at the forge. His skin as dark as the coal that stoked the fires of the forge, it was rumored that he had outsider blood, though how far back in his lineage was unclear. He certainly did not speak about it, but that would also explain his moods. Much like the fires of the forge when stoked, he could burn hot as he pursued something, eventually guttering out. The works that he created when in those moods were immaculate works of danger.

Lilicra was the master that instructed him in other arts. Primarily working with the small cadre of healers and medically inclined folk that traveled with the caravan, her dispassionate attitude and steady hands not only showed him how to heal, but also how that knowledge could be used for other means. Possessed of bright green eyes and brown wavy hair that was tied up when she was healing, she could be imposing with just a glance.


M Half-Orc Stalker 1; HP 10/10|AC:15 /T:13 /FF:12|F:+2|R: +4|W:+5|Perception +7|CMB+1|CMD 14|Speed 30ft | Init +3

When he wasn't working the forge Morcrug passed his time sharpening and polishing his axe, which he nicknamed Haggler-bane, shaving different patterns into his beard, and making mean faces at troublemakers. At first he would roll his eyes at the requests to give out warnings, he didn't usually need to say much of anything and it turned into less of a warning and more just Morcrug staring down some poor sod until he shat himself at the sight of the giant axe Morcrug lugged around. In time though, Morcrug grew to appreciate the power he wielded with just a look and a frown. He'd play cards, dice, and other games of chance as well, only rarely would someone try to cheat around him.


MAPS • SF Map •

All of you have grown accustomed to the pattern of travelling with the caravan. The caravan would arrive, envoys were sent out to announce their presence and begin the initial contact with those that held sway over an area, be it town, city, village, or region. Then, once the envoys sent word, the caravan would settle for a number of days, trading and selling until word was given to move. While the caravan often stuck to known trade routes, sometimes detours were made, and small groups were sent out for various reasons including training and delivery.

Mikael was the caravan leader, an older man with hair gone white, and a neatly trimmed beard. His clothing was tailored from some of the better cloth, but when absolutely needed, he could and would step in to help. The type to lead by example, he always seemed to keep an eye on everything, and he kept a council with some of the people you had known to be Masters. Depending on the prosperity of a stop, the caravan may linger, and the occasional free days were had.

On those days, the time taken was your own, with just a warning about when they would be expected to leave, though generally it was expected that one would return by nightfall, or morning at the latest. Those that were set with tasks were given a little more leeway, uncommon cases seeing them reunite with the caravan after it had started travelling again.

Currently, the caravan was in Molthune, with their capital as Canorate as a goal, as travel from Cheliax and Nidal had been reasonably uneventful. The road the caravan was taking set the Nosam River to one side, and the Backar Forest to the other, as it traveled in a north-easterly direction. The intent, you have gathered, is to travel up to the fork of the river and then ford across. So it is a little surprising that the three of you have been summoned by one of the Masters.

The summons comes from Kaylista as the wagons stop for the evening. She is one of the individuals that you have not seen do all that much involving the caravan. Tall, thin, and almost wraith-like, she always seemed to be looking elsewhere, no matter what she was doing. Whether watching for something, or just distracted, you never could tell.


HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

If we know different protocol Atsuko would follow that.

Atsuko reports to her master that she has been summoned by Master Kaylista. So that she is not missed or needed while she attends. Assuming she is granted leave she will clean up and make herself presentable. She will then find her way to Kaylista or a representative and present her summons.

"I have been summoned by Master Kaylista. I am Atsuko Kakita."

She bows.


M Half-Orc Stalker 1; HP 10/10|AC:15 /T:13 /FF:12|F:+2|R: +4|W:+5|Perception +7|CMB+1|CMD 14|Speed 30ft | Init +3

Sweating, Morcrug puts his tools away, then dips a nearby rag into a bucket of water and does a quick wash-up of his face and hands. He finds his way to Kaylista, not wanting to keep one of the weird ones waiting.

"You called for me?"


Striker 3 | HP 30 | AC 21 T 20 FF 17| F +6 R +5 W +2 | Init +3 | Perc +7 |

Though not dressed in his traditional apothecaries outfit, Dymitri still carries the small leather satchel marked with the caduceus of the Apothecaries Guild on it, his own personal medical kit. He is a young Varisian man, with the pale skin and dark hair of the Ustalavic branch.

He says in a quiet and slightly meek voice, "I believe I've been summoned to speak with you?"


MAPS • SF Map •

There is no seat, just the wagon's weatherbord lifted to the cooler spring air, and a comfortable rug spread out under it. A pair of lanterns hung from the corners of the weatherboard, providing adequate illumination for this meeting. Some implements are spread out, on the rug in an arrangement that seemed to imply that someone had been working with them-- you can see a sextant, a pendulum, and a roll of silver thread among other tools you you cannot identify. All of them seem to be related to maps or directions at the very least.

More conspicuously, there is a bundle sitting on the rug. Placed in the center, it was neatly wrapped in a patterned cloth of purples, reds, and gold. Likewise, it was tied with a cord of gold.

"I am sure that your teachers have given you hints that your promotion to journeyman is to be soon." Her voice was cool, soft and slightly airy as if she are trying to coax the wind to listen and take heed. "You may consider this part of that examination. In the woods to the north is a shrine of sorts. This bundle is to be placed there in the name-- the real name-, of the caravan, and then you may return."

Calmly, she folded her hands, awaiting any questions. Her gaze was still not entirely focused on the three of you in front of her, but her head was tilted, listening.


M Half-Orc Stalker 1; HP 10/10|AC:15 /T:13 /FF:12|F:+2|R: +4|W:+5|Perception +7|CMB+1|CMD 14|Speed 30ft | Init +3

Morcrug cracks a grin, his orcish teeth uplifting, at the mention of a journeyman promotion. He doesn't know or care what the package is, but moves toward it anyway.
"What do you mean by the real name of the caravan?"


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The tilt of her head as she turned to regard the speaker but still did not focus on them was almost as if she were curious, but listening to something else. "This caravan has several names. Depending on the intensity of your focus on your studies, you may not have heard them... You recall 'Silverpoint Esoterics', yes?"


M Half-Orc Stalker 1; HP 10/10|AC:15 /T:13 /FF:12|F:+2|R: +4|W:+5|Perception +7|CMB+1|CMD 14|Speed 30ft | Init +3

Morcrug raises his hand to his brow and squeezes, then traces his fingers down the bridge of his nose and onto his beard, stroking it.
"Of course, I suspect the true name has more significance than just being one of the ones we register under, otherwise you wouldn't have needed to clarify it."


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"Those of the Fey Courts are particular about names", she said airly. "Recognition should be appropriately given."


HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

"With respect then Master Kaylista. Will you not give us the name that we may complete this task then?"

She had approached and taken her knees before the master to hear what she had to say. As she speaks she keeps her head lowered in a sign of respect.


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There was a tilt of her head to Atsuko, listening to her, and then nodding in recognition. "[b]That, little Crane, is the proper question. The proper name for this caravan is 'Otimuragran's Tail'."[/b] The name was odd, and even she lowered her voice slightly when conveying it, but it carried a hint of pride. "This name existed before I joined, and only the older Masters know of its origin, but that is the true name of this caravan. There are other schools, with other names, and other means, but this is ours."

As the rest of the caravan settled into their evening routines, those passing did recognize an assembly of sorts, and gave them a wide berth. To those with keener noses, the smells of food beginning to be cooked was growing. Carefully, she seated herself among the tools that she had been using, and looked at the assembled three. "This request should not take long, three days at the most."


HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

"Otimuragran's Tail." She says with a whisper just to be sure she has the correct name. She then looks back to the Master.

"You said shrine of sorts. Is there any markers that will help to identify this? It could take some time searching the woods if we don't know what we are looking for Master."


MAPS • SF Map •

"It is quite large, this shrine. I say 'shrine', because it is a marker of what was, something great that is not the size of anything as to be called a 'monument'... Man-sized stones, standing and carved, arranged around each other. The earth is flat around this shrine, just inside the wood. A ring within a ring upon a ring." Slowly, her hand comes up to point, almost independently as she tilts her head to look into the distance. Northwest. "It is not far, but the caravan does not wait.


Striker 3 | HP 30 | AC 21 T 20 FF 17| F +6 R +5 W +2 | Init +3 | Perc +7 |

"Then I suppose we'd best head out."


HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

did we lose Morcrug?

"Thank you. We understand and we will return in time. Come. Dymitri. Morcrug. Let us go and finish this task with haste."


M Half-Orc Stalker 1; HP 10/10|AC:15 /T:13 /FF:12|F:+2|R: +4|W:+5|Perception +7|CMB+1|CMD 14|Speed 30ft | Init +3

I wanted to make sure other people had the chance to post.

Morcrug grabs the bundle and stuffs it gingerly into his pack.
"Let us be off then."
He turns sharply and leaves the wagon.


HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

Good glad you're still here.


MAPS • SF Map •

The onset of evening does darken the land, but you know your general direction to be north and east, and you can make out the trees for what is the forest a short ways away. With sufficient preparation, all of you gather what supplies you may feel you need for this task, and set out as instructed. The grass and earth of the relatively flat land that the caravan traveled was relatively flat with few hills, and when you look back, you can still see the lights of the campfires of the caravan. If anything, they can serve as a beacon for your return if the task is accomplished quickly. While there is a chill in the air, it is not enough to pose much difficulty, if any. None of you possess a proficency with riding, and there were not that many mounts to be spared that were not already pulling the caravan.

Master Arslan and his student took good care of the animals that did travel with the caravan, and any penalties that they might levy for any appropriations were not worth the unauthorized use.


HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

Atsuko takes point as they go off.

"Are either of you better at tracking or finding direction then me? I can usually find north but that's about it."

Survival: 1d20 + 2 ⇒ (7) + 2 = 9

GM the above is a bit vague and a really sandboxy style of post. Again something I have found will kill games as most players do not want such and why AP's are good as they have just enough railroading to keep you going while still presenting some choice. I'm fine with it and will not be going anywhere as long as the other 2 are interested in that style of play as well. It would help if you requested survival or perception rolls or made them on our behalf. Just an observation :)


Striker 3 | HP 30 | AC 21 T 20 FF 17| F +6 R +5 W +2 | Init +3 | Perc +7 |

Dymitri fares better in trying to navigate than Kakita, but only barely. ”Ah, Morcrug? Do you have any skills with tracking?”

Survival: 1d20 + 4 ⇒ (8) + 4 = 12


MAPS • SF Map •

The two of you working together is enough to ensure that the direction that you are heading in is the correct one, judging by the stars in the sky. The edge of the forest is reached in just over another hour, the taller grasses yielding to the hardier types that do not require as much sunlight. The trees here are not so close, not yet, at least. Further in, for those that have the ability to see into the darkness, the trees do get more dense. A chill is settling into the air, but that does not stop the intermittent flickering glow of fireflies, along with the chirps and calls of the nocturnal creatures of this region.

___________________________________
Dymitri, for any significant detail to be made out when needed, you will need a source of light soon.


M Half-Orc Stalker 1; HP 10/10|AC:15 /T:13 /FF:12|F:+2|R: +4|W:+5|Perception +7|CMB+1|CMD 14|Speed 30ft | Init +3

I don't know if we can use this now, but here's a survival check

Survival: 1d20 + 3 ⇒ (7) + 3 = 10 "Hrmph, I'm not the worst at it. I'll keep an eye out anyhow."


HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

Atsuko continues into the woods searching for the shrine.

Perception: 1d20 + 5 ⇒ (9) + 5 = 14


MAPS • SF Map •

With Kakita's senses and Morcrug's sense of survival, you are able to locate a path as you skirt the edge of the woods. It is not as overgrown as you might have thought, with a thin trail clear in the middle, though it does seem to be made for smaller creatures.


M Half-Orc Stalker 1; HP 10/10|AC:15 /T:13 /FF:12|F:+2|R: +4|W:+5|Perception +7|CMB+1|CMD 14|Speed 30ft | Init +3

"With a trail leading us it won't be long before we arrive."


HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

Atsuko draws her wakizashi and makes her way forward cutting away vines and underbrush to try and make walking the path a bit easier.

"These are not gardening tools." She is obviously not happy to treat her swords this way.

"Let us make haste and be done with this task."


MAPS • SF Map •

the path is made slightly easier to travel with the aid of Kakita, who is able to cut away some of the worst pieces of plant matter that would block your way. As you all are traveling, you can intermittently see faintly glowing plants here and there as you are following the run, though it would take someone knowledgeable about plants to make any certain statements about what you were seeing. You can make out a small clearing perhaps sixty feet off of the run to one side, as continuing to follow this path would take you past it.


M Half-Orc Stalker 1; HP 10/10|AC:15 /T:13 /FF:12|F:+2|R: +4|W:+5|Perception +7|CMB+1|CMD 14|Speed 30ft | Init +3

Morcrug makes an open handed pointing gesture towards the clearing. "We should check the clearing, unless you're sure we're headed in the right direction."


Striker 3 | HP 30 | AC 21 T 20 FF 17| F +6 R +5 W +2 | Init +3 | Perc +7 |

”Seems prudent.”


MAPS • SF Map •

Altering your path off of the run is not difficult, and reaching the clearing is a matter of traversing the old growth. Almost immediately as you step off of the run, the more perceptive of you do start the smell the odor of rot. It is not too strong, but something has died nearby. Whatever it is, it's probably hidden under the greenery somewhere nearby.


M Half-Orc Stalker 1; HP 10/10|AC:15 /T:13 /FF:12|F:+2|R: +4|W:+5|Perception +7|CMB+1|CMD 14|Speed 30ft | Init +3

Perception: 1d20 + 7 ⇒ (19) + 7 = 26
"The smell of death lingers here." Morcrug sniffs around, and follows his nose.


MAPS • SF Map •

Morcrug's nose is able to lead him— and by extension, all of you– to the source of the smell, which turns out to be the corpse of a male half-elf. There seems to be no outward sign of what may have caused their death. Dressed in well-worn common clothing, there does not seem to be much equipment on them, which consists of a short sword and dagger, along with five copper pieces, two silver and one gold piece in a pouch on their belt. Nothing else of note seems to be on the body.


M Half-Orc Stalker 1; HP 10/10|AC:15 /T:13 /FF:12|F:+2|R: +4|W:+5|Perception +7|CMB+1|CMD 14|Speed 30ft | Init +3

Morcrug kneels down and checks the body for any indication as to the cause of death.
Heal: 1d20 + 7 ⇒ (16) + 7 = 23


Striker 3 | HP 30 | AC 21 T 20 FF 17| F +6 R +5 W +2 | Init +3 | Perc +7 |

Dymitri kneels next to Morcrug and says, ”Hmm, autopsies are never pleasant, but there’s certainly things to be learned from them.”

Heal: 1d20 + 11 ⇒ (10) + 11 = 21

Suceeded at aid for Heal.


MAPS • SF Map •

Dymitri is able to aid Morcrug, even in the near-dark conditions.

The body has no significant external trauma, save for some cuts along the arms, but those seem like they were injuries not incurred during combat, as they are uniform and almost equally spaced starting just above the wrist on the forearm. Each of the cuts were in various stages of healing, and the body is only a few hours old. It has not attracted larger scavengers yet, and there is no major physical trauma, but parts of the body seem as if they had been frozen. It is positioned as if it were facing away from the clearing, or perhaps moving away from it.

Considering the calf-to-knee high greenery, and the numerous trees, it is certain that the chill of the night air did not do them in, whoever they were.


M Half-Orc Stalker 1; HP 10/10|AC:15 /T:13 /FF:12|F:+2|R: +4|W:+5|Perception +7|CMB+1|CMD 14|Speed 30ft | Init +3

"Signs of freezing damage. I have to doubt it was naturally occurring, we should keep an eye out for magics."


HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

"It is a shrine. Perhaps they came to pray, but ran into bandits or other mishaps. We can retrieve the body and ask the caravan about contacting any nearby settlements after we finish our task. Be on guard though. Shall we continue forward then?"

Assuming so Atsuko will continue moving the group forward if they are done examining the half elf.


M Half-Orc Stalker 1; HP 10/10|AC:15 /T:13 /FF:12|F:+2|R: +4|W:+5|Perception +7|CMB+1|CMD 14|Speed 30ft | Init +3

"Yes, let's continue."
Morcrug rises and leaves the corpse to follow behind Atsuko.


MAPS • SF Map •

Continuing forward, the three of you enter the clearing to see signs of recent inhabitants. A recessed fire pit is almost invisible until you were nearly upon it, and it is not too difficult to see other markings on the ground. Camping equipment has been left behind, and the tents that had been erected had fallen. There is no sign of packs and smaller equipment. There are also no standing rocks, and no indication that this clearing is the one that all of you were sent to find.


HP 12/12 | AC: 18 /T: 14 /FF: 14 | Perc. +6 | F: +4 / R: +4 /W: +2 | CMB -1 | CMD 13 | Speed 30ft| Init. +6

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

"Strange. They made camp but tried to keep it hidden, but hidden from what or whom. Can anyone make out any tracks anywhere?"

Survival: 1d20 + 2 ⇒ (13) + 2 = 15


M Half-Orc Stalker 1; HP 10/10|AC:15 /T:13 /FF:12|F:+2|R: +4|W:+5|Perception +7|CMB+1|CMD 14|Speed 30ft | Init +3

Perception: 1d20 + 7 ⇒ (11) + 7 = 18
Survival: 1d20 + 3 ⇒ (15) + 3 = 18

"They must be here somewhere."


MAPS • SF Map •

The two of you working together are able to find some signs, but you are not able to tell whether or not they are going or coming. However, in your search, you do find three gold pieces in the back of one of the three tents that had collapsed, along with two silver rings folded into a piece of paper for safekeeping. Aside from the potential salvage, nothing else of value remains in the camp.

In the time of your search, the chill has set in, but it is the chill of spring, and it is accompanied with the smell of growing green. There are some plants here and there that have the faintest glow to them, moss, lichen or somesuch. It is certain that scavenging creatures will be coming for the body, you can remember that in passing from some of the things that get picked up just traveling with a caravan.
_____________________________________
Survival cannot be used to follow tracks untrained at 10 or lower. The forest floor counts as Firm Ground.


Striker 3 | HP 30 | AC 21 T 20 FF 17| F +6 R +5 W +2 | Init +3 | Perc +7 |

Though Dymitri long ago learned the basics of survival, tracking was never his strong suit.

Survival: 1d20 + 4 ⇒ (6) + 4 = 10


M Half-Orc Stalker 1; HP 10/10|AC:15 /T:13 /FF:12|F:+2|R: +4|W:+5|Perception +7|CMB+1|CMD 14|Speed 30ft | Init +3

"We might consider resting soon, it will be easier to continue the search in the morning." Morcrug plunges the pommel of his axe into the ground."We could stay here, and start a fire for warmth, although we may want to do something with the body."

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