The Darkwood Heart

Game Master Tarren Dei

Adventures starting in the vicinity of Falcon's Hollow and ending up in places unknown.


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Actually, as Scipio said, he's drawing a bow and preparing an arrow. The skeletons are standing and provoke an attack of opportunity while doing so from Livlena. After they stand, they're going to attack Gimble who is the closest.

After Livlena and Hendrina's AoOs we go through the order of initiative:
Scipio (drawing weapon)
Skeletons (move action)
Hendrina
Gimble
Livlena (normal attack)

Is it one AoO each for Hendrina and Livlena or do they have feats that allow multiple AoOs each?


Female Half Elf Bonded Witch 5 | HP: / | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +4, R: +4, W: +8 (+10 vs Enchantments) | Init: +3 | Perc: +10, SM: +3 | Speed 30'

Hennie has Combat Reflexes so can make 3 such attacks per round. She also has the Bodyguard feat so she can make an aid AoO when an ally is attacked. If successful it adds +2 to the ally's AC against the attack. I just went ahead and rolled all 3 so they're there to be used if needed.

Bodyguard: Your swift strikes ward off enemies attacking nearby allies.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack. Normal: Aid another is a standard action.

Edit: Oops, I forgot Hennie has the Helpful trait, which increases the benefit of aid by +1. She actually adds +3 to AC.


Female human fighter [polearm master] 2 | hp 18/21 | AC 19, t 13, ff 16 | Fort +5, Ref +3, Will +0 | Init +3 | Spd 20 ft. | Perc +0

Livlena also has the Combat Reflexes feat. (It's almost like she and Hendrina are...twins!) It's also the reason she figured going after the shiny might prove worthwhile, even if the skeletons came back to life. Let's see if the dice roller agrees....

Livlena bardiche AoO #1: 1d20 + 4 ⇒ (11) + 4 = 15 for slashing damage: 1d10 + 4 ⇒ (6) + 4 = 10 (19-20; 18-20 to confirm with Anatomist trait)

Livlena bardiche AoO #2: 1d20 + 4 ⇒ (11) + 4 = 15 for slashing damage: 1d10 + 4 ⇒ (10) + 4 = 14 (19-20; 18-20 to confirm with Anatomist trait)

Livlena bardiche AoO #3: 1d20 + 4 ⇒ (2) + 4 = 6 for slashing damage: 1d10 + 4 ⇒ (9) + 4 = 13 (19-20; 18-20 to confirm with Anatomist trait)


Although the skeletons are flat-footed, they still are hard to hurt with piercing and slashing damage. They use their move action to stand so only get a single attack this turn each.

The spear and bardiche slip between or get momentarily tangled up in fleshless rib cages.

Clawed hands slash at Gimble.

skeleton 1: 1d20 - 3 ⇒ (3) - 3 = 01d4 + 1 ⇒ (4) + 1 = 5
skeleton 2: 1d20 - 3 ⇒ (3) - 3 = 01d4 + 1 ⇒ (1) + 1 = 2
skeleton 3: 1d20 - 3 ⇒ (15) - 3 = 121d4 + 1 ⇒ (3) + 1 = 4

Apparently the skeletons' hands are still constrained by rusty old manacles, which they only shake loose after completely failing in their attack.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Whoa! That was too close for comfort, really! Dunno what I can do here, folks, crossbow bolts and knives ain't got anything to cut or stab!"

Gimble withdraws from the melee, double moving behind the wall of pointy and stabby polearms.


Male Half Elf Bard 1 | HP 18/18| AC 16 FF 14 TAC 12 | FORT 1 REF 5 WILL 2 | initiative- +2, Perception +5, Low light Vision

I'm not normally a warrior, but i'll give this a shot He fires his Bow

bow attack: 1d20 + 2 ⇒ (5) + 2 = 7
Bludegeoning damage: 1d6 + 1 ⇒ (3) + 1 = 4


Odd'n charges into the fray as Gimble extracts himself.

attack 1: 1d20 + 3 ⇒ (6) + 3 = 91d3 + 5 ⇒ (1) + 5 = 6
attack 1: 1d20 + 3 ⇒ (4) + 3 = 71d3 + 3 ⇒ (1) + 3 = 4


Female Half Elf Bonded Witch 5 | HP: / | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +4, R: +4, W: +8 (+10 vs Enchantments) | Init: +3 | Perc: +10, SM: +3 | Speed 30'

Hennie does her best, which isn't all that much, to keep the skeletons off Odd'n.

Attack: 1d20 ⇒ 1

Damage: 1d8 ⇒ 4

Attack (Aid): 1d20 ⇒ 18

Attack (Aid): 1d20 ⇒ 5

Attack (Aid): 1d20 ⇒ 9


skeleton 1: 1d20 + 2 ⇒ (10) + 2 = 121d4 + 2 ⇒ (1) + 2 = 31d20 + 2 ⇒ (11) + 2 = 131d4 + 2 ⇒ (2) + 2 = 4
skeleton 2: 1d20 + 2 ⇒ (14) + 2 = 161d4 + 2 ⇒ (4) + 2 = 61d20 + 2 ⇒ (1) + 2 = 31d4 + 2 ⇒ (3) + 2 = 5
skeleton 3: 1d20 + 2 ⇒ (18) + 2 = 201d4 + 2 ⇒ (2) + 2 = 41d20 + 2 ⇒ (18) + 2 = 201d4 + 2 ⇒ (2) + 2 = 4

The skeletons focus their attacks on Odd'n, slashing and clawing at the howling man.

Odd'n will get an attack at the end if there is anything left for him to attack. Everyone gets another attack.


Female human fighter [polearm master] 2 | hp 18/21 | AC 19, t 13, ff 16 | Fort +5, Ref +3, Will +0 | Init +3 | Spd 20 ft. | Perc +0

"Retreat past me!" Liv yells at Odd'n. The warrior woman hacks at a skeleton before retreating a couple of steps herself, hopeful that she'll be able to get in another quick attack or three when the bony undead come for her.

Livlena bardiche: 1d20 + 4 ⇒ (11) + 4 = 15 for slashing damage: 1d10 + 4 ⇒ (10) + 4 = 14 (19-20; +1 to confirm with Anatomist trait)

Potential AoOs w/Combat Reflexes:

Livlena bardiche AoO #1: 1d20 + 4 ⇒ (12) + 4 = 16 for slashing damage: 1d10 + 4 ⇒ (4) + 4 = 8 (19-20; +1 to confirm with Anatomist trait)

Livlena bardiche AoO #2: 1d20 + 4 ⇒ (19) + 4 = 23 for slashing damage: 1d10 + 4 ⇒ (10) + 4 = 14 (19-20; +1 to confirm with Anatomist trait)

Livlena bardiche AoO #3: 1d20 + 4 ⇒ (19) + 4 = 23 for slashing damage: 1d10 + 4 ⇒ (7) + 4 = 11 (19-20; +1 to confirm with Anatomist trait)

Livlena bardiche AoO #2 Confirm?: 1d20 + 4 + 1 ⇒ (19) + 4 + 1 = 24 for slashing damage: 1d10 + 4 ⇒ (8) + 4 = 12 (19-20; +1 to confirm with Anatomist trait)

Livlena bardiche AoO #3 Confirm?: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17 for slashing damage: 1d10 + 4 ⇒ (3) + 4 = 7 (19-20; +1 to confirm with Anatomist trait)

Wonder Twin Power...Activate!!
By my calculations (and assuming a 17 confirms), the damage of her AoOs (if she gets them) would be:
Skeleton #1: 8 hp minus Damage Reduction
Skeleton #2: 26 hp minus DR
Skeleton #3: 18 hp minus DR


That's one of the skeletons down, even in Odd'n doesn't withdraw. Let's see if the other two survive this round.


Female Half Elf Bonded Witch 5 | HP: / | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +4, R: +4, W: +8 (+10 vs Enchantments) | Init: +3 | Perc: +10, SM: +3 | Speed 30'

Hennie continues to try keeping the skeletons off Odd'n. "Do you think he knows what he's doing?" she asks her sister.

Attack: 1d20 ⇒ 3

Damage: 1d8 ⇒ 1

Attack (Aid): 1d20 ⇒ 9

Attack (Aid): 1d20 ⇒ 14

Attack (Aid): 1d20 ⇒ 16


Female human fighter [polearm master] 2 | hp 18/21 | AC 19, t 13, ff 16 | Fort +5, Ref +3, Will +0 | Init +3 | Spd 20 ft. | Perc +0

"Probably not," Liv replies quietly. "The plan was to attack with reach weapons, not jump in there and gnaw on their bones like a mad dog."


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Hope you ladies can hurt them more than I can! My knives won't do squat against those bones. "

Gimble draws a pair of knives and stands ready to stab if possible.


Male Half Elf Bard 1 | HP 18/18| AC 16 FF 14 TAC 12 | FORT 1 REF 5 WILL 2 | initiative- +2, Perception +5, Low light Vision

attack: 1d20 + 2 ⇒ (2) + 2 = 4
bludgeon damage: 1d6 + 1 ⇒ (2) + 1 = 3

Scipio keeps firing blunted arrows. If one of you is better with a bow than i am your welcome to take my bow, i'm pretty sure these blunted arrows will work better


attack1; damage: 1d20 + 3 ⇒ (8) + 3 = 111d3 + 5 ⇒ (2) + 5 = 7
attack2; damage: 1d20 + 3 ⇒ (15) + 3 = 181d3 + 3 ⇒ (2) + 3 = 5

"I'm not gnawing!" argues Odd'n, who has been foregoing that attack. He smashes one of the last two skeletons.


The last skeleton continues to be all over the big man and finally succeeds in bringing him down.

last skeleton: 1d20 + 2 ⇒ (20) + 2 = 221d4 + 2 ⇒ (3) + 2 = 51d20 + 2 ⇒ (4) + 2 = 61d4 + 2 ⇒ (4) + 2 = 6


Female human fighter [polearm master] 2 | hp 18/21 | AC 19, t 13, ff 16 | Fort +5, Ref +3, Will +0 | Init +3 | Spd 20 ft. | Perc +0

Livlena tries to drop the last skeleton with a swipe of her bardiche.

Livlena bardiche: 1d20 + 4 ⇒ (19) + 4 = 23 for slashing damage: 1d10 + 4 ⇒ (3) + 4 = 7 (19/20; +1 to confirm with Anatomist)

Livlena bardiche Confirm? (Anatomist): 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19 for slashing damage: 1d10 + 4 ⇒ (3) + 4 = 7

I'm guessing that does the trick: 14 points of damage before DR.


Whatever animating force possessed this last skeleton vanishes and the bones clatter down and return to a state at rest.

You have defeated everything in the Crucible that would oppose you.

Within the ribcage of the one skeleton that didn't animate, perhaps because it held in its bony hands a red-jewelled ring dedicated to the forge-father until you removed it, has three ironbloom mushrooms growing in its ribcage.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Okay. Seems like we found enough fungi for the potion. What's next on the list? Crazy old forest witch?"


In answer to Gimble's question, Trom points at the body of Odd'n, unconscious on the floor and possibly dying, "I'd say, he's next ..."

Trom trying to stabilize: 1d20 + 2 ⇒ (13) + 2 = 15

Stabilizing a dying character requires a DC 15 Heal check.

Okay, so Trom succeeds at stabilizing Odd'n.

"He's not going anywhere for a while. I could stay with him while you get to the eldest tree and the old hag's hut."


Male Half Elf Bard 1 | HP 18/18| AC 16 FF 14 TAC 12 | FORT 1 REF 5 WILL 2 | initiative- +2, Perception +5, Low light Vision

if you're certain. Let's gather up and go


Female Half Elf Bonded Witch 5 | HP: / | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +4, R: +4, W: +8 (+10 vs Enchantments) | Init: +3 | Perc: +10, SM: +3 | Speed 30'

Hennie hurries to help Odd'n after she drops her spear, but Trom is there first. He seems to have things well in hand, but she's unsure about his suggestion.

"Are you certain? Can you manage him by yourself?"

We do need to hurry though...


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Well, we will miss your magic and the big man's fists, but if you're sure about it, why not? We can come back on our way back to town, pick you two up and all head back together."


It's not as much fun when an NPC gets to be the hero and I keep forgetting to play their actions. You have healing potions and could keep them going, but it might make sense to leave the action to the real players.

"I'd also like to get a good look at this place in the daylight. I'm for seeing what remains of some of the outreaches of the old kingdoms and this is one. I'd like to get a sense of what it would take to restore this to its former glory before I head back for home," explains Trom.


Female human fighter [polearm master] 2 | hp 18/21 | AC 19, t 13, ff 16 | Fort +5, Ref +3, Will +0 | Init +3 | Spd 20 ft. | Perc +0

Yeah, giving Odd'n a healing potion to at least bring him around before leaving the ex-PCs behind feels like less of a death sentence for them. Then the remaining players and their characters can move forward.


So, you have two places to get to and, if you do it quickly enough, you'll have to choose whether to cross the woods at night or to sleep somewhere again knowing that people are dying back in Falcon's Hollow.

One of the places was the hut of the witch who has not been seen in town in a while and may have died; the other place was one of the oldest trees. Which place do you wish to visit first?


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Let's visit the old forest witch first. Maybe shell have some soup or something."


Female Half Elf Bonded Witch 5 | HP: / | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +4, R: +4, W: +8 (+10 vs Enchantments) | Init: +3 | Perc: +10, SM: +3 | Speed 30'

Yeah, a healing potion sounds about right. I totally get it's a way to remove them from the action, but it also feels a little awkward RP-wise to just walk away on them. I was sitting on the fence about using one of Hennie's CLW spells for them, but this is good.

Hennie snorts. "I hope we're that lucky Gimble! Let's go see!

She packs away the new mushrooms along with the others.


Male Half Elf Bard 1 | HP 18/18| AC 16 FF 14 TAC 12 | FORT 1 REF 5 WILL 2 | initiative- +2, Perception +5, Low light Vision

knowing our luck we'll end up on some quest or having to fight again Scipio fetches Frost and prepares to go.


The area around the Crucible is less imposing today than it was the day before. While yesterday near dusk it seemed the entire forest was watching you approach the Crucible, the entire forest now seems to have taken a step back to let you through, not wanting to impede or offend.

It's about 30 minutes before you hear a bird chirp but then, slowly, the normal sounds of the forest return. You walk for about 2 hours following the old lumber road marked on your maps. Even where the path is overgrown with shrubs, the path is stripped of large trees and it is hard to lose your way.

The road ends at an abandoned lumber camp and then a narrow, winding trail continues on. Old feather and bone fetishes hang from trees about every 10 feet, motionless even when there is a breeze, but suddenly jumping and twisting when there is none. This is definitely the trail to Ulizmila's hut.

The sounds of the forest become suddenly distant as the trees part, opening into a small, almost perfectly circular glade. The nearest stands of pine, silverleaf, and darkwood—all typically sturdy woods—twist away from the clearing, as if bent by some impossibly strong wind or seemingly in an attempt to flee despite their paralyzed roots.

At the glade’s center squats an ugly cottage, little more than a pile of twigs, shoots, and ivy stacked upon mud walls. From the thatched roof dangle bundles of gnarled roots, old dried beast carcasses, and knucklebone bangles, all clattering together like gruesome wind chimes. A dozen small thatched fetishes—each shaped like a tiny man, imp, or rearing serpent—stand propped in the yard, keeping guard before a rickety plank door


Female human fighter [polearm master] 2 | hp 18/21 | AC 19, t 13, ff 16 | Fort +5, Ref +3, Will +0 | Init +3 | Spd 20 ft. | Perc +0

"Well...doesn't this look inviting!" Livlena quips with a light clap of her hands. "I assume we just go up and knock?" she inquires a bit more seriously of the others.

Looking at her twin, Liv frowns. "Might seeing the two of us side-by-side freak the witch out?"

Freaking out kids is one thing; freaking out powerful witches is another!


Female Half Elf Bonded Witch 5 | HP: / | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +4, R: +4, W: +8 (+10 vs Enchantments) | Init: +3 | Perc: +10, SM: +3 | Speed 30'

"Nah, those kids weren't freaked out, they were amused. Besides they were kids, this woman's a witch so probably wise. I don't see how she couldn't know what twins are. It's not like we're the first ever."

"And yeah, knocking is the way this sort of thing is usually done."

Hennie knocks on the door.

Perception: 1d20 ⇒ 13


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

"Polite and cheerful, that's the way to handle scary magic ladies who live in the woods. Put a smile on and use your best manners, eh?"

Gimble does exactly as he says, smiling widely and keeping his hands well away from his weapons.


A wooden door hangs off its hinges, blocking the entrance to the hut.
A wooden sign hangs on the door, explaining the lack of maintenance:
"Gone North. Darkness comes."

To get past this door is going to require a Strength check.


Female human fighter [polearm master] 2 | hp 18/21 | AC 19, t 13, ff 16 | Fort +5, Ref +3, Will +0 | Init +3 | Spd 20 ft. | Perc +0

"Stupid door!" Liv growls as she puts her shoulder into it again and again. "Stupid, stupid door!!"

When she finally breaks through, Liv takes a moment to compose herself, puts a smile on her her face, and calls out, asking if anyone's home.

Livlena Strength Check: 1d20 + 3 ⇒ (8) + 3 = 11

Livlena Strength Check: 1d20 + 3 ⇒ (2) + 3 = 5

Livlena Strength Check: 1d20 + 3 ⇒ (10) + 3 = 13

Livlena Strength Check: 1d20 + 3 ⇒ (20) + 3 = 23


The door was surprisingly reluctant to come off its rusted old hinges. Perhaps some of the old witch's magic was holding it on.

The hut inside looks abandoned, although not quite as long abandoned as the Crucible was. Shelves line the walls, covered in all manner of clay jugs, clouded bottles, strangely cut rocks, rotted bunches of herbs, and a museum of other crude curios. Squirrels or other rodents have added piles of seeds and nuts in the empty spaces on the shelves.

A large rusted cauldron sits in the center of the hut, a foul stew of blown leaves, rust, and water filtered through a leaky roof sit at the bottom of the cauldron.

On the other side of the cauldron, in an old highbacked wicker chair sits a linen-wrapped body, holding a sheaf of hemp and sage. The linen is aged and rotted. The chair is pulled up to the cauldron as if the occupant were mixing a brew. The body in the foul wrappings is slender and just over 4 feet tall, its and is dwarfed by the large chair.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

Gimble sneaks forward to the doors edge and takes a look.

"Is that our lady? Or someone else who died in her house?"


The body is so well-wrapped in bandages that it is hard to see who it might be. Herbs of various sorts have been woven into the bandages. It looks like some of them are growing, digging roots into what should be a mouldering corpse.

Something hangs around the mummy's neck.

Gimble can make a Perception check to see more.


Female Half Elf Bonded Witch 5 | HP: / | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +4, R: +4, W: +8 (+10 vs Enchantments) | Init: +3 | Perc: +10, SM: +3 | Speed 30'

Hennie also peeks in.

"Hm, it could be. If she was quite small and couldn't be bothered with a chair sized to her. And if she either forgot to take her door sign down or didn't get very far north. And if she managed to wrap herself bandages.... I don't think we want any soup from here."

Perception: 1d20 ⇒ 20


Something dangles around the neck of the mummy. At first it didn't really stand out, but as Hendrina peers into the hut, it begins to glow green. It looks like a tiny head with glowing green eyes.


AC 16 / 14 / 13 || HP 18/18 || Fort +2 Ref +7 Will +2 (+2 vs fear) [Evasion]

1d20 + 7 ⇒ (1) + 7 = 8 perception

"Wait, can you do that? Wrap yourself up in bandages and such after you die? I didnt think that was a thing."


Gimble Strapfellow wrote:

1d20+7 perception

"Wait, can you do that? Wrap yourself up in bandages and such after you die? I didnt think that was a thing."

That's a very reasonable question, but with that Perception check, Gimble isn't seeing anything that would provide answers.


Female Half Elf Bonded Witch 5 | HP: / | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +4, R: +4, W: +8 (+10 vs Enchantments) | Init: +3 | Perc: +10, SM: +3 | Speed 30'

Hennie gives Gimble a puzzled look.

"No. you can't wrap yourself in bandages. I was joking."

"There's something around its neck."

Hennie crosses the shack's threshold and creeps closer so she can get a better look at the object.


As Hendrina gets closer to the bandage wrapped body, it becomes obvious that branches and grasses form its body. The herbs growing out of it are herbs poking out from beneath the bandages. Around the mannequins neck though, is something even more ominous--a little shrunken head with its lips sewn shut and glowing green eyes. When Hennie gets 5 feet away from it, she feels like it is looking at her. Dare she get closer?


Female Half Elf Bonded Witch 5 | HP: / | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +4, R: +4, W: +8 (+10 vs Enchantments) | Init: +3 | Perc: +10, SM: +3 | Speed 30'

Hennie doesn't dare get closer yet.

"Hello?" she asks the shrunken head pendant.


The shrunken head, sensing itself being addressed, burns a blaze of bright green. The stitching around its mouth stretches and tears as the mouth forces itself to mutter the words, "Look behind you hahahaah!"

Although the head looks like it once belonged to a bearded man, the voice definitely belongs to an old woman.

As soon as it does this, the cauldron comes to life, its wide opening in the top suddenly grows iron fangs. The witch's cauldron turns and snaps at the area in front of the chair where anyone normally handling the pendant would be standing. The cauldron soon realizes the trap did not work as intended and spins 180 degrees to see the intruders.

Due to your caution, the cauldron lost its surprise round attack. Roll for initiative.

Some avatars aren't showing up for some people. I've informed Paizo's software developer through the website feedback forums.


Female human fighter [polearm master] 2 | hp 18/21 | AC 19, t 13, ff 16 | Fort +5, Ref +3, Will +0 | Init +3 | Spd 20 ft. | Perc +0

Livlena Initiative: 1d20 + 3 ⇒ (14) + 3 = 17

As an aside, I'm good with the GM rolling initiative for all PCs at the start of any encounter to save us some time. That seems to be standard operating procedure in the other games I've played in on these forums and it works well.


Male Half Elf Bard 1 | HP 18/18| AC 16 FF 14 TAC 12 | FORT 1 REF 5 WILL 2 | initiative- +2, Perception +5, Low light Vision

initiative: 1d20 + 2 ⇒ (6) + 2 = 8


Female Half Elf Bonded Witch 5 | HP: / | AC: 13 (T: 13, F: 10) | CMB: +1, CMD: 14 | F: +4, R: +4, W: +8 (+10 vs Enchantments) | Init: +3 | Perc: +10, SM: +3 | Speed 30'

Initiative: 1d20 + 7 ⇒ (14) + 7 = 21

I also favor GM rolled initiatives. It really streamlines things.

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