World's Largest Dungeon Dive

Game Master Nairb the Grey

Delve into the World's Largest Dungeon

WLD Map
WLD Loot Tracker - Credit Zurne


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Byung-He quickly backs away 10 feet behind Zordlon as he gets ready to try to trip the trap. "Um...this is not really my area but if it just resets why keep triggering it?" He seems genuinely confused.


GM Dice: 1d20 ⇒ 7

With Byung-He's help, Zordlon discovers that the trap takes approximately 30 seconds to reset. The door itself swings freely while the trap is not set, and can be rushed through quickly while the clockwork quietly ticks.

I am assuming Zordlon slips into the next room, so I can make this update a little meatier.

On the back side of the door you find a series of clockwork gears, clicking into place. Now with a more full view of the trap's mechanisms it is easy enough to disable. Your arcane sight also identifies the source of the trap's magical effect. A slender wand of oak with pyrographed flames licking up the sides rests in a receptacle within the door. The trap seems to have been designed to allow for customization of the magical effect. With a different wand you could likely change what the trap does.

You have obtained a wand that through observation you would guess can cast Burning Hands CL1. You currently have no way of ascertaining how many charges remain.

You stand in a smaller chamber about 25' x 25' with smooth walls to the east and west. The ceiling here is shorter than in the previous room, but still rises about 15' above you. Several piles of moldy sacks sit in each of the four corners of this room, their decaying contents fill the air with a sour smell. There is a door directly across from the one you just opened.

You can also still detect that faint smell of death and decay coming from the western wall. It is distinct from the smell of the moldy sacks. More...meaty?


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

Zurne pulls out his cutlass and scans the room, including the ceiling.

Perception: 1d20 + 10 ⇒ (3) + 10 = 13

"I'm not having the best of luck," he says quietly. "Look around. I don't think we are alone."


Byung-He enters the room once he is told it is safe by Zordlon and places one hand on Zord's shoulder staying next to him as he looks around. The hand is not a firm holding back gesture but more a light touch of confirmation he is there and ready to heal if necessarily.


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

Quickly entering the room Unbeugsam smiles at pointy-ears in a thought so smile.


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GM Dice: 1d20 ⇒ 12

Unbeugsam, as you enter the room your dwarven eyes pick out a faint seam in the western wall that others without your knowledge of stonework might miss. In this area of the wall that faint meaty smell of decay seems to be the strongest. You have no doubt that there is a secret door there, passing into the same room that the other door from the main antechamber went into.

Secret door located in western wall. Added as an 'S' on the map.


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

"That's why we try to trigger it. Never know what kind of nice toys someone has left behind. Can anyone use this? I'm pretty sure it's a wand of Burning Hands

Taking a look at the moldy sacks "Also, could one of you with light bring it a bit forward? I would like to know what kind of mold this is before checking the sacks"

Knowledge(Dungeoneering) : 1d20 + 7 ⇒ (3) + 7 = 10

Zordlon also does a sweep of the room from the center with Detect Magic, seeing if there is any more goodies.


DM Dice - Does Zurne know?: 1d20 ⇒ 20 He seems to have a clear and present knowledge of all things mold!

Zurne - From your study of nature (Knowledge nature DC11) you know that that is black mold. Due to your high Knowledge nature check result, you also know if disturbed it will send out a cloud of poisonous spores that deal constitution damage on a failed saving throw. It can be destroyed with fire or by allowing it to dry out in a warm, dry climate (a process that takes 24 hours).

What would Sayarisha say?: 1d20 ⇒ 5

If consulted Sayarisha can confirm that it is indeed black mold and knows of its poisonous effects, but is unaware of the method for destroying it.


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

"Unless someone else knows more about the other possible contents of those moldy sacks I'd keep as far away from them as possible. It's curious that some being or creatures placed them so carefully in the four corners of that room. We should be very careful of any other doors or passageways into that room, those piles of black mold make that room a dangerous place."


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

Taani steps in carefully, making sure to disturb nothing, letting the expert dungeoneers identify the hazards.


Profession(Herbalist): 1d20 + 10 ⇒ (12) + 10 = 22
"Black mold you say? I seem to recall something about that from my teacher..."


After proper cultivation and drying, black mold can be refined into a powerful toxin. The process requires special drying facilities and can takes up to a week. Transferring black mold to a drying facility has been found to be too dangerous in the past, so manufacturers of the poisons powder now cultivate the mold inside their drying equipment.


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

First indicating the secret door Unbeugsam takes care to check the other parts of the room, giving the mold a wide berth.
Perc: 1d20 + 3 ⇒ (19) + 3 = 22


Unbeugsam, after further inspection of the room you locate a second secret door of the same style on the opposite (eastern) wall that your initial cursory glance of the room did not pick out.


"This mold can be dried out over a week with the proper equipment into a potent toxin. I do not recommend it but perhaps it could be useful if I find ways to transport it later if we can come back."


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

"Yes, I doubt that we would have the time to do such refinement. If someone with a torch would be so kind as to put those to the flame?"

"Unbeugsam, you say that you've found a secret door?"

Zordlon checks the indicated spot, carefully checking for any further traps.

"We have a plethora of places to explore it seems. Any suggestions for routes further?


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

"Yes, best to leave this mold in situ, as it were," says Zurne, his eyes still glittering. "Must we, with the torch? It could damage the contents."


| HP: 54/57 NL: 10| AC: 20; T: 13; FF: 17; CMD: 15 | Fort: +10; Ref: +8; Will: +3 | Init: +3 ; Perc: +9| Senses: Darkvision 60' Watersense 30' |
Daily Abilities:
Current Burn: 2/8 | Obscuring Mist 0/1|
Current Burn Effects:
CBE: +1 Shield (Shroud of Water) ; Elemental Overflow +1/+2
Mistsoul Undine Hydrokineticist 5

Zordlon inspects the readily apparent door as well as the two spaces on the wall where Unbuegsam reports the existence of hidden passages.

Clockwise, West, North, East: 3d20 ⇒ (18, 19, 5) = 42

None of the doors appear to be trapped or locked. The secret passages seem to be sections of wall hinges on a central pivot. Pushing against the wall on either side of the pivot should cause the door to smoothly rotate open.

The faint smell of decay from the western door is thoroughly unpleasant, but you do not hear anything moving on the other side of any of the doors.

Game Show Announce Voice: Will you select Door #1, #2, or #3?


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Crud, did not realize until just now that I posted that with the wrong alias. Oops. Guys, please meet my Undine Hydrokineticist Pirate from the S&S game I am playing on these boards. If all goes according to plan she will not pop up in here too often. Sorry for any confusion.


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

Pointing to the first secret door Unbeugsam smiles.
"First things first. Open it Zorglin! I will be ready to receive anything that charges through."


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

Taanimohka hides a small smile.

Zorglin!

The warrior moves to the side of the door by the opening, ready to aid Unbeugsam. She nods to Zordlon.


"I must firmly agree with Zurne, torching the mold seems hasty and unecessary so long as we are careful to not agitate it."

...

Byung-He takes up position behind Unbeugsam places a hand on his shoulder.


Since your next post would presumably be "I push open the door" and that is not particularly interesting or long, I am going to do it for you and reveal the next room for you and the group to explore.

With encouragement from Unbeugsam and Taanimohka, Zordlon places a hand on the left side of the pivot and presses firmly. After a moment's resistance, the door smoothly rotates clockwise to a position perpendicular to the rest of the wall. 3.5' openings sit on either side of the 1' wide barrier, enough room for people to enter two by two should they wish.

The light from the stone which I have placed in the middle of what I am calling room 2 for the time being reaches through the doorway to reveal what appears to be a charnel house floor.

Now that the door is open, the smell from before is overwhelming. The source is more than a score of bodies piled up in the middle of the room, their flesh rotting away. From the doorway you can see the remains of a couple dozen or more kobolds and troglodytes.

Unbeugsam, Taanimohka, and Zordlon. Being within 5' of the doorway, I need DC 15 Fortitude saves from each of you to avoid becoming sickened from the smell. On a failure you are sickened while in the room or within 5' of the doorway and for 1d4 rounds after leaving the area. Anyone entering the room or coming within 5' of the door going forward will need to make the save.

Sideways S indicates that the secret door is currently open.


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

Zurne takes a deep breath, holds it, steps past Zordlon, and shuts the door.


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

Accompanied by Dornhold and the two donkeys, Sayarisha steps forward just inside the room with the others. She wrinkles her nose as she notes the faint smell of decay coming from the western door. Seeing the others around the door, she maintains her distance and watches the other mentioned doorways of the room keeping an eye out for trouble.

"I can understand why one might be concerned about what could be behind a door with such an odor, but to be honest, it would be the last door I would open. But then, I do have a delicate nose."ahe comments just as they open the western secret door.


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

Fortitude, DC 15: 1d20 + 2 ⇒ (15) + 2 = 17

Taanimohka quickly stifles...something, and prevails.


Byung-He covered his mouth and nose with his free hand gagging slight as he held onto Unbeugsam's shoulder. "In Qi-Zhong's name, close that foulness."


Zurne pushes the door back closed, sealing off the foul smell and leaving the room and carcass pile unexplored. Dornhold nods in agreement.

"Is smelling of vile pit. Not worth troubles me thinks.

Elf man said other doors not trapped though. I will open next. Mistress, should go forward or to the right? I will check see if safe."

Dornhold looks inquiringly at Sayarisha, awaiting instructions.


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

fort save: 1d20 - 1 ⇒ (8) - 1 = 7

Zordlon coughs for a moment, stepping back to get cleaner air.
" Yes, I don't believe there will be anything in there that we'll want... but I am worried about what has been hiding the bodies. Troglodytes are not the easiest to kill. If no one has any objections, We should piton this closed. Might starve out whatever is using this as a larder."


Female CG Human (Varisian) Witch 1 | HP 7/9 | AC 11 T 11 FF 10 | CMB -2, CMD 9 | F: +2, R: +1, W: +3 | Init: +7 | Perc: +4, SM: +3 | Speed 30ft | Hexes: Evil Eye, Misfortune, Slumber | Spells: 0 (at will) 5, 1st 3/3 | Active conditions: None.

"Dornhold, wait until all are ready before we move. Even then we should let Zordlon piton that door shut. While we have yet to see anyone near living except for those orcs if that room was a 'food' storage we should expect the storekeepers to find us soon."


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

"Those places always have a back exit," says Zurne, squinting at the door, "But yes, it should be made fast with a piton.


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

Zurne moves to the north door. "I will open it when we are in close formation."

He listens at the door.

Perception: 1d20 + 10 ⇒ (13) + 10 = 23


gm roll: 1d20 ⇒ 11

Listening closely at the door you hear nothing in the room beyond. As you concentrate you almost feel like you barely hear the sound of some creature letting out a death scream far in the distance, but it definitely sounds distant at top volume, not nearby. Then again, you may just be imagining it.


Byung-He stands ready as he backs up Zurne and Unbeugsam, crouching slightly behind them trying to stay out of danger.


Female Elf Monk (Harrow Warden) 1; HP 9/9 // AC 15; T 15; FF 10 // Fort +2; Ref +6; Will +3 // CMB +2; CMD 17 // Init: +4 // Per: +5 // Spd: 30'

Taanimohka will aid Zordlon, providing a piton of her own if necessary.


With Taanimohka's help Zordlon uses 4 pitons to wedge the door at the base and towards the upper ends of the sides. With them hammering together the rotation around the axis is prevented and the door stays in a neutral position. The process makes a large amount of noise. Any creatures nearby are certainly aware of your presence as soon as you begin, and having started you might as well finish.

After their work is done Zordlon pushes his weight against the door to ensure it is secure. The pitons give a little, but then settle and will not budge.

The door is now jammed. With your combined efforts it would take a DC 20 strength check from this side or a DC 30 strength check from the other side to overcome the pitons and get the door to rotate open again.


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

"Well, I feel much better now. Hopefully that didn't warn anything that we were coming. Zurne, you wish to go north?"

Zordlon checks the door for traps, Perception: 1d20 + 10 ⇒ (15) + 10 = 25

Finding none then steps back, bow at the ready.

Finding one and warns Zurne to step back until he can figure out what will trigger it.

Mixed up some bonuses earlier, the +12 is only for traps in stone walls/doors, so wouldn't count on the steel ones.


The door appears to be free of traps. It is not locked and looks to open into the room or corridor beyond.

BTW, I did not mention this before, but you guys should be aware, unless specifically stated otherwise all doors in the dungeon are swing neutral. This means the doors remain open unless you take the time to close them.

I will be adding an indicator to the map for doors that are currently open going forward.

Doesn't have any bearing on anything right now, but it could be important later on...so now is the time to mention it.


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

"Zordlon, my thanks," says the druid. He patiently waits until the three folks who had inhaled troglodyte rot feel better, then pushes open the door, cutlass ready. "Unbeugsam, are you all right? You look like the kind of person who'd be best in front. Anyhow, let's move onward."


gm dice, sometimes this is probably fake just to throw you off: 1d20 ⇒ 10

The door opens slowly into the next corridor, with a slight rasping creak of metal grinding on metal. The creak rebounds and echoes back louder than before, a strange artifact of these underground tunnels.

Before you is a 15' wide corridor, a continuation of the plain worked stone that you are already beginning to get sick of. The corridor proceeds for 25' before being swallowed into darkness at the edge of your light source.

For those with 60' darkvision you can see a t-branch begin about 40' from you and opposite of the branch a blank wall at the edge of that darkvision range.

Party perceives the new room: 7d20 ⇒ (19, 2, 8, 20, 9, 1, 1) = 60

From your vantage at the doorway you see nothing to indicate signs of life or anything amiss.


"Forward and lets check out the intersection...I'll be right behind you all."


M LG Elf URogue 1 | HP 5/7 | AC 16 T 15 FF 11 | CMB +1, CMD 16 | F: -1, R: +7, W: +0 (+2 Enchant) | Init: +5 | Perc: +9/10T/11S/12ST, SM: +0 DD: +10 | Speed 30ft | Vision: Darkvision 60, Detect Magic | Active conditions: None.

"Well, perhaps Unbug should take up the rear then, watch our backs."

Zordlon takes point, heading down the hallway to the T-branch, moving slowly to check for traps as he moves. (Taking 10 for a 20, or 22 if it is set in stone)

As he moves forward, he gestures for everyone to move up behind him.


As Zordlon slowly travels down the hallway, the T-intersection reveals itself to be a long room to the left and a U-bend to the right where a narrow passage heads back to the south.

In the long room to the left of you there is a dead body lying about 40 - 50' from where you stand. From here it looks to be another orc, with dark red-black blood seeping from his abdomen. The body lies still, from this distance you detect no breathing or movement, and with that much blood coming from his gut you would expect at least a groan of pain were he alive. There is no other sign in the room of an assailant, but this appears to be a recent kill.

I will ask you guys to place yourselves in the room where your character would be sometime before tomorrow, you can examine the body or search for other clues as you see fit. Next big update, where it matters where you are standing, will take place tomorrow. That that I am telegraphing that something is about to happen or anything...where you stand in the room probably doesn't matter at all. :)


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

Zurne looks at the body.

Heal: 1d20 + 8 ⇒ (8) + 8 = 16

And is mindful of the room.

Perception: 1d20 + 10 ⇒ (2) + 10 = 12


"It's worse than that, he's dead Jim!"

This orc was alive somewhere between 10 and 30 minutes ago, and was being fed on by something with a small mouth with sharp fang like teeth. There are also strange marks across his exposed arms, like needle pricks all in a line. A spiked rope or chain perhaps? It is hard to say how recently the feeding was happening, but judging by how much blood and flesh is left you would say it was probably interrupted.

Neither you or Zordlon have seen wounds like these before. (You do not have ranks in the required knowledge skill to identify the cause of these wounds. Anyone that comes within 10' of the body is welcome to roll a d20. If you have the appropriate knowledge skill I will check it against the DC. There will be a penalty since you are examining bite marks instead of the actual creature, but I will allow the same result later to identify the creature if you see it.)

GM Dice, probably nothing special, unless one or more of them are special but hidden in {spooky voice}obscurity{/spooky voice}: 10d20 ⇒ (11, 13, 12, 13, 7, 2, 20, 18, 2, 10) = 108

On the orc's body you find a ruined set of leather armor (going to need a craft skill to repair it) a battle ax, a dagger of fine make (aka masterwork) and a coin purse. Interestingly, the battle ax and dagger have no blood or ichor on them. It does not look like he was successful in any attempt to fight back, or did not have the opportunity to attempt.


Byung-He stays at the intersection with Zurne but as the man moves forward he glances around nervously especially at the ceiling. He then reluctantly follows along to examine the body with the other fellows.

Knowledge Unknown: 1d20 ⇒ 20


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Perception for Byung-He: 1d20 + 5 ⇒ (2) + 5 = 7

Required Knowledge Skill not trained, but I can't ignore a natural 20...I mean, come on.

As you look at the corpse, with the strange circular bite mark and rope like injuries across the armor and down his arms, at first you cannot bring anything to mind. No demon or undead creature that you know of made these marks. But then you remember a book you read once long ago. "Magical Creatures of Golarion" An image flashes in your head of a strange octopus like creature that would lie in wait on ceilings and ambush its prey from above. You cannot recall what it was called, or anything about weaknesses or strengths. Just the image of a ringed mouth and grasping tentacles that would have you nervously checking your ceilings when you were a child.

I will work on a story trait for your natural 20. I will post it in discussion later on.

With Byung-He identifying the likely attackers he will be able to communicate it to the others. There is time for everyone to move into the room and take up appropriate positions. Go ahead and make perception checks to look for the camouflaged attackers. If you are already in the room you can move your piece, but don't try to leave...you kind of already took your 'move action' if you will. When/If the attack begins there will not be a surprise round thanks to Byung-He's efforts.


Stats:
HP 8/9 Init +2 Perc +8/+10 in dim light | AC 15/12/13 | F+3 R+2 W+6
Skills:
Heal +8, Knowledge (dungeoneering) +6 (+8 while underground or in urban terrain), Knowledge (nature) +4, Perception +8 (+10 in dim light), Sense Motive +9, Survival +10 (+12 while underground or in urban terrain)

"What would interrupt the beast that was feeding on this orc? Us? Something worse?"

Zurne looks up, and then looks for signs of the beast leaving.

Survival (Track): 1d20 + 12 ⇒ (14) + 12 = 26


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

Sorry Thursdays is pen and paper night
Nodding to the others, Unbeugsam shrugs.
"I am a bit slow, and being in the last spot is not that good for me.
But alas, I do not mind to follow you. If we have to run, at least I have a head start!"


"Beware...I think this creature is some sort of tentacle ceiling stalker magical beast." Byung-He continues to glance upwards nervously.

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