Jack Daniels's Untitled Campaign

Game Master Jack Daniels


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Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

Ah I thought you were wanting to save the rest of your channels for some reason. Yes I'm totally fine with holding onto the potion, although I suppose I will let the GM make that call since I already rolled it. Either way Skalv will be at full now, as you say, and the only question is if he has one more potion of CLW.

And that was a fat channel.


HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

Angahaar resists the worst of the damage. However, the fight has certainly taken its toll on him. As UU’s healing washes over him he spits on the corpse of the demon and says, ”This is just the beginning for you and your ilk.” He then turns to UU, ”I could use a bit more of that magic, if you can spare it.”

Sorry for not posting, Mondays are especially hectic for me. Here’s my save

Save: 1d20 + 2 ⇒ (19) + 2 = 21


Shelyn must have felt guilty after skimping on those first two channels. :) OK, so if JD is cool with the retcon, then I think Angahaar is still down about 6HP. I'll lose Forbid Action for a CLW.

UU tut-tuts over the dragon scion's wounds, "Next time, don't look so appetizing to the demons." She weaves a holy sigil over the final grievous wound and it vanishes as if it had never been.

Cure Light Wounds Heal: 1d8 + 3 ⇒ (7) + 3 = 10, Will Save DC:14 for 1/2 DAM

Is there anything worth searching here? Anything you guys want to do before we push into the garrison?


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

Skalv bows his head to UU as she finishes the healing. He does a quick search of the demons, not expecting anything of note, then wipes the blood from his sword. "Forward. There are more demons to cleanse."


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

Keeping an arrow on the string, Melchesiech approaches the fallen demons. "Let me see if they are carrying magic." The elf murmurs a cantrip and concentrates. Casting detect magic.


Other than their scythes, which do not radiate magic, there is nothing else of value on the demonic worms.


Since nothing of the enemy's was worth using against them, UU's eyes fall on the gate. She glances at Mel, "Interested in scouting the entrance with me, in case there are traps?"

If Mel is up for it, I'll accompany him to the gate.

Perception: 1d20 + 8 ⇒ (13) + 8 = 21 spotting mundane traps


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

Melchesiech nods and scans the entry area.

He has the Trap Spotter rogue talent, in case it becomes important later.

Perception check, add +1 to find traps: 1d20 + 10 ⇒ (4) + 10 = 14

Feh.


You see the discarded human corpses that the worm demons were "wearing" and you recognize one of them as Lord Mayor Halrun from the speech he was giving during Armasse before chaos overwhelmed the city. UU and Mel check the entrance and spot no traps and determine the doors to the garrison are locked. You also spot a shutter some twenty feet above the ground and to the left of the front doors.

Now what?


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

"Mel, can you open this door? Or would it be better to climb through that shutter for a more indirect approach?" Skalv says, seeming indifferent as long as he gets inside and is able to kill more demons.


To avoid delays... Mel tries to pick the lock on the door, which tests his skill and patience as he realizes it is quite complicated with many backup tumblers to frustrate even the most heartened criminal. The elf prevails in the end and the door clicks open!

GM Disable Device Roll:
1d20 + 12 ⇒ (19) + 12 = 31..wow, guess you save using a charge from the Chime of Opening

What's the plan now? Burst in guns blazing? 1-2 person Stealth? Something else?


How about Mel and I do a sneaky entrance and a bit of recon, while the fighters wait by the door until we suss out what's what?


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

Sounds good to me!


UU creeps nearly silently through the doorway, trusting her more-than-human vision to alert her to any threats.

Stealth: 1d20 + 6 ⇒ (20) + 6 = 26
Perception: 1d20 + 8 ⇒ (9) + 8 = 17


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

Melchesiech nods and follows Udaya.

Stealth check: 1d20 + 9 ⇒ (17) + 9 = 26


UU and Mel sneak into the garrison.

Along the northern wall of this room, a frieze depicts a line of mounted crusaders crashing over a horde of twisted demons. The crusaders' faces have been obliterated and vile graffiti is carved over the entire scene. Fresh blood stains the floor.

To the west: The faces of the portraits that hang on the walls of this room have been slashed. Two marble planters lie smashed in pieces on the ground, and mud streaks across the white stone floor. UU spots six tieflings passing the time at the table, playing a card game and using severed body parts harvested from human victims as gambling chips.

To the east: This room was once some sort of museum, but its contents have been smashed and scattered across the room-even the shelves have been shattered and torn apart in places. The decapitated bodies of two knights, their armor and bodies broken and mangled, lie in the ruins. UU hears two creatures making noise in the room, but they are outside of line of sight.

No one has spotted or heard the two intruders, so you have surprise rounds if you wish them.


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

How far away are the tieflings?


Good question, Mel. That distance may be key.
Here's my general thinking. If we assume that a fight will likely make noise and draw the other group to back-up whoever we attack... then we either have 6 tieflings moving to flank us or the 2 unknowns. Personally, I'd rather have the smaller group coming at us from behind. So I'm inclined to blitz the tieflings hard and fast, to try to take out as many as possible. If we're lucky we might even get some AoOs. And grabbing their weapons and getting up from the table will slow them a bit.

Thoughts?


Melchesiech wrote:
How far away are the tieflings?

25 feet away. The only exits from the foyer where you are in are east or west.


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

The elf slowly unlimbers his bow, then looks over at UU and mouths something before drawing and loosing at the closest tiefling. Not sure what kind of check it would be to tell what he's saying.

Cold iron arrow vs. flatfooted AC, incl. PBS: 1d20 + 6 + 1 ⇒ (19) + 6 + 1 = 26

Arrow damage, incl. sneak attack: 1d8 + 2d6 ⇒ (5) + (3, 2) = 10


~ surprise round ~

As Mel knocks an arrow, UU raises a hand to get Skalv's and Angahaar's attention. She makes a hard chopping motion toward to the room with the tieflings, indicating they are launching a fast attack. Putting plan to action, she rushes into the room, breaking up the macabre card game with a hopefully impaling blow on a hapless tiefling.

STAND: short charge
I'll try to skewer someone at a distance and try to get 3 or 4 guys in my AoO range (unarmed and/or reach), if possible.

BOOM:
STAND: MW Glaive S (crit: 20/3x)
MODS: FOB, Charge
HIT: 1d20 + 7 + 2 ⇒ (20) + 7 + 2 = 29 crit?
DAM: 1d10 + 3 ⇒ (2) + 3 = 5

Confirm: 1d20 + 7 + 2 ⇒ (15) + 7 + 2 = 24
Crit DAM: 2d10 + 6 ⇒ (5, 1) + 6 = 12

Status:
HP: 25 / 25
AC:19-2, T:16, FF:16 <- w/Barkskin, charge

Channel Energy (5): xxx
Ki Pool (4): x
Stunning Fist (3):
See Invisibility (1):
Bit of Luck (6):
Deflection Aura (1):
Shield of Faith (1):

2nd Spells (2+1):
1st Spells (3+1): x
Pearl Power 1st (1):

Spell Effects:
Barkskin - +2 to Natural AC (AC and FF) - Min 1 of 30


Mel and UU strike, downing two tieflings before they can even stand from their macabre card table!

Initiative:
Tieflings: 1d20 + 3 ⇒ (1) + 3 = 4
Angahaar: 1d20 + 2 ⇒ (10) + 2 = 12
Mel: 1d20 + 3 ⇒ (15) + 3 = 18
Skalv: 1d20 ⇒ 20
UU: 1d20 + 2 ⇒ (10) + 2 = 12
Poor tieflings...

Updated Combat Map

Party is up in Round 1!


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

Skalv holds his blade, tip placed in the dirt, waiting patiently for the return of his allies when the sound of combat reaches his ears.

With a quick glance to Angahaar, Skalv rushes into the room.

Six tieflings, two down. We still have the drop on them. Not quite close enough to get a strike in, Skalv keeps moving and jumps up onto the table, scattering their cards and drinks under his heavy hooves.

Skalv will double move and climb onto the table, that way he has the high ground and is threatening all of the tieflings, which will be good if any of them want to start casting spells.


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

Melchesiech rushes forward, drawing his rapier as he closes and stabbing at the nearest tiefling he can flank with one of his fellow party members.

Rapier flank attack vs. flatfooted AC: 1d20 + 6 + 2 ⇒ (19) + 6 + 2 = 27
Confirm crit: 1d20 + 8 ⇒ (17) + 8 = 25

Rapier damage, including crit and sneak attack: 1d6 + 3 + 2d6 + 1d6 + 3 ⇒ (5) + 3 + (4, 6) + (5) + 3 = 26


HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

Angahaar runs into the room and stands next to UU, ready to attack the tieflings if they approach.


~ Round 1 ~

UU presses the advantage, slashing her glaive horizontally above the table, attempting to behead the slowest tieflings and add their body parts to the grisly ante.

SWIFT: Ki Pt
FULL: FOB (attacking the guy on the left side of the table, then moving on to the guy on the right if the first guy falls)

BOOM:
FULL: MW Glaive S (crit: 20/3x)
MODS: FOB
HIT #1: 1d20 + 7 ⇒ (8) + 7 = 15
DAM #1: 1d10 + 3 ⇒ (8) + 3 = 11

HIT #2: 1d20 + 7 ⇒ (17) + 7 = 24
DAM #2: 1d10 + 3 ⇒ (10) + 3 = 13

HIT #Ki: 1d20 + 7 ⇒ (14) + 7 = 21
DAM #Ki: 1d10 + 3 ⇒ (5) + 3 = 8

Status:
HP: 25 / 25
AC:19, T:16, FF:16 <- w/Barkskin

Channel Energy (5): xxx
Ki Pool (4): xx
Stunning Fist (3):
See Invisibility (1):
Bit of Luck (6):
Deflection Aura (1):
Shield of Faith (1):

2nd Spells (2+1):
1st Spells (3+1): x
Pearl Power 1st (1):

Spell Effects:
Barkskin - +2 to Natural AC (AC and FF) - Min 1 of 30


Mel and UU unleash hell on the tieflings and three of the four drop dead, while the 4th is severely wounded. He screams for help and tries to run and is cut down by the party’s AoOs. There is no exit from this room and no valuables are present. Your only option is to explore the museum. Oddly you note that although the tieflings died violently with screams, no creature from the museum came to aid them. What is the plan?


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

"Mel, can you watch the door? Make sure nobody comes to avenge their fallen allies." Skalv searches the bodies and the room for any valuables (which it seems there are none of) and then looks further into the museum. "Well, I would say that plan worked well. Do we want to repeat it, this time into the museum?" He suggests.


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

Melchesiech pauses to clean his rapier before resheathing it. "Perhaps the other denizens of this place are used to hearing screams for help. In any case, the conditions here are an affront to good order. A moment." The elf casts the same cantrip (prestidigitation) several times, trying to clean up the worat of the desecration.


With a decisive sweep of her glaive, UU slings the gore from her blade onto one of the tiefling corpses. "Or they may be lying in wait. Either way, I'm happy to see if we can surprise them again or spring the trap."

Once everyone is queued up and ready, I'll do the sneak and peek thing to the opposite end of the corridor. Some rolls to speed things along.

Stealth: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 8 ⇒ (9) + 8 = 17


As UU starts to sneak across the room, his movement makes some subtle noise, which alerts the creatures in the room! They are deformed, horned, hunchbacked humanoids with a forked, ratlike tail and two thumbs on each taloned hand.

Initiative:
Demons: 1d20 ⇒ 17
Angahhar: 1d20 + 2 ⇒ (13) + 2 = 15
Mel: 1d20 + 3 ⇒ (13) + 3 = 16
Skalv: 1d20 + 2 ⇒ (19) + 2 = 21
UU: 1d20 + 2 ⇒ (10) + 2 = 12

Combat Map

Skalv is up first.


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

Knowledge (planar) to identity demons: 1d20 + 5 ⇒ (16) + 5 = 21

Skalv reacts quickly, launching forward to put himself between the enemies and his allies, sword held ready.

Moving 20 feet forward as a move action. Holding standard action to attack the first demon that gets within reach.

Attack (power attack, favored enemy: 1d20 + 10 ⇒ (10) + 10 = 20
Damage (power attack, favored enemy, treerazers bane): 1d10 + 11 ⇒ (3) + 11 = 14


One of the demons rushes Skalv and takes the readied action, taking 9 damage! It tries to bite the paladin, but the warrior's armor prevents any damage!
Bite: 1d20 + 7 ⇒ (9) + 7 = 16...miss

The other demon moves in and casts Cause Fear on UU!
Will save DC 12 or become frightened and immediately flee the area. If successful, you are shaken for 1 round.

Updated Combat Map

UU's save then rest of party is up in Round 1 and Skalv in Round 2.


~ Round 1 ~

The olive-skinned woman noticeably pales, turns tail, and flees with astonishing speed.

LOL. Guess you boys are on your own for this battle!

Will Save: 1d20 + 7 ⇒ (2) + 7 = 9

Status:
HP: 25 / 25
AC:19, T:16, FF:16 <- w/Barkskin

Channel Energy (5): xxx
Ki Pool (4): xx
Stunning Fist (3):
See Invisibility (1):
Bit of Luck (6):
Deflection Aura (1):
Shield of Faith (1):

2nd Spells (2+1):
1st Spells (3+1): x
Pearl Power 1st (1):

Spell Effects:
Barkskin - +2 to Natural AC (AC and FF) - Min 1 of 30
Fear


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

Did Skalv learn anything from his knowledge check?


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

Knowledge (Planes/Arcana/Dungeoneering/Religion) to identify/learn: 1d20 + 10 ⇒ (14) + 10 = 24

Mel steps up behind Skalv and calls upon his knowledge of defensive magics to aid the party! From his raised hand, a faintly glowing sphere rapidly grows to surround him and anyone near him. Activating protective ward; for the next four rounds, all allies within 10' of Melchesiech add a +1 deflection bonus to AC.


HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

Apologies for not posting. I’ll have my action up later today.


HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

Angahaar rushes into the room next to Skalv and tries to take a swing at the demon, arcane energies coursing through his blade.

Attack: 1d20 + 7 ⇒ (5) + 7 = 12
Damage: 1d8 + 6 + 1d4 ⇒ (1) + 6 + (1) = 8

Well, I could've rolled lower on that attack, but not by much.


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

Alright well since Skalv's knowledge check is unlikely to really change his action beyond "murdering the crap out of them with his sword" I'll go ahead and post.

Skalv lets the bite scrape off his armor, roaring and bringing down another crosscut. "UU, do not break!" He snarls. Damned demon tricks.

Attack (power attack, favored enemy): 1d20 + 10 ⇒ (11) + 10 = 21
Damage (power attack, favored enemy, treerazers bane): 1d10 + 11 ⇒ (3) + 11 = 14


Apologies for absence, RL got busy but back now.

UU flees, Angahaar misses, Mel protects, and Skalv lands another blow on the Abrikandilu demon (-18 damage).

Duration of fear effect on UU: 1d4 ⇒ 3rounds

Result of knowledge check:

CE Medium Outsider
DR 5/cold iron
Creature's bite causes horrific and hideous wounds that not only mar beauty but supernaturally diminish a creature’s sense of self-worth

Round 2:
Wounded demon attacks on Skalv buts cannot penetrate the paladin's defenses, while other demon casts Cause Fear on Angahaar.

Attacks on Skalv:
Claw: 1d20 + 7 ⇒ (14) + 7 = 21 - miss
Claw: 1d20 + 7 ⇒ (7) + 7 = 14 - miss
Bite: 1d20 + 7 ⇒ (5) + 7 = 12 - miss

Angahaar, please make DC 13 Will Save or flee.

Party is up again!


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

"Hold the line!" I need a cold iron weapon at some point.

Attack (power attack, favored enemy): 1d20 + 10 ⇒ (17) + 10 = 27
Damage (power attack, favored enemy, treerazers bane): 1d10 + 11 ⇒ (2) + 11 = 13


~ Round 2 ~
UU races back into the grisly game room and crouches down in the corner behind the tiefling corpses, glaive at the ready.

Figure I'll just have UU hide here as it is probably safer than running out of the keep. Does that work for you, JD?


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

I'm not clear on the current layout--is there a way that Mel can get to flank one of the demons?


HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

I’ll have a post up later today, sorry for the delay.


HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

Angahaar manages to quell his fear before saying to Skalv, ”Step back, let the demons come to us!”

Save: 1d20 + 2 ⇒ (12) + 2 = 14


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

After attacking Skalv will 5 foot step back. GM could you link the map in the campaign header?


Apologies...still here as well. UU, as long as you are out line of sight of the demons, that is fine.

After the blow, the wounded Abrikandilu has taken 26 damage total but is still up. The other one is fresh.

Updated Map

Angahaar and Mel are up.


Elf Gestalt Abjurer Wizard|Unchained Rogue 1/AC17*|T16*|FF14* w/mage armor/HP 9/9/F:+1|R:+5|W:+4 (+2 vs. enchantments)/Init +5/Perc +8/+10/+13/SM +6/+8

Mel closes up to Skalv's left (i.e., "above" him in the map) to keep the tiefling in his protective aura while still preserving his ability to fall back. If one of the abrikandlu closes, he'll stab it.

mw cold iron rapier strike: 1d20 + 6 ⇒ (19) + 6 = 25
confirm crit , mw cold iron rapier: 1d20 + 6 ⇒ (18) + 6 = 24

Cold iron rapier damage: 1d6 + 3 ⇒ (3) + 3 = 6
Crit damage, if applicable: 1d6 + 3 ⇒ (2) + 3 = 5


HP 32 (38 in bloodrage) | AC 18 (16 in bloodrage) T 12 FF 15 CMD 16 | F +6 R +3 W +1 | Init +2 Perc +4

Angahaar moves next to the door and readies to attack one of the demons if it comes out of the door.

Attack: 1d20 + 7 ⇒ (12) + 7 = 19
Damage: 1d8 + 6 ⇒ (2) + 6 = 8


Male Tiefling Paladin/Ranger 3 | AC 22, Touch 10, FF 22 | HP 31/31 | F +8, R +6, W +6 | Init +0 (+2 in urban environment) | Perc +6*
*:
Perception: +2 in urban environments, +2 vs evil outsiders, +1 vs disguise of evil outsiders

I am bumping so I can mark this game as inactive to keep my gameplay tab clean. I am still interested in playing but will no longer be getting notifications, please PM me if something changes.

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