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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"I apologize that none of the magics I are of much use in this situation, but I'm more than happy to try and help with the pulling," Trom offers.


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 mostly stands around and watches, although sometimes she finds a place to sit for a few minutes.


It sounds like you have some ideas about how to proceed, which may be feasible with appropriate checks and cooperation.

Scipio and Gimble can easily hitch some logs up to the horse and drag them back to where the rope spans the river and Odd'n sits on the other side.

Liv could attempt a Strength check to pull the bridge out of the water.


Male Human Unarmed Fighter (Fighter)/1; HP 16/16 ; AC15 - FF13 - T12 ; F+4, R+2, W+1 ; Init: +4; Speed 30ft; CC (L/M/H) 100 / 101-200 / 201-300

The bridge is still attached on one end, yes? If Odd'ns side is the only one in the water could he not try to throw the grappling hook for the end that fell off, over and over, until it catches and then just pull his end back up to secure it? Odd'n can drag up to 1500lbs along the ground which could be similar to him hauling a rope attached to an object.. or lift and stagger around with 600lbs (https://www.d20pfsrd.com/alignment-description/carrying-capacity). The only issue i can forsee here is how he would secure whilst holding the presumably heavy rope..


Odd'n Bloodied-Boulder wrote:
The bridge is still attached on one end, yes? If Odd'ns side is the only one in the water could he not try to throw the grappling hook for the end that fell off, over and over, until it catches and then just pull his end back up to secure it? Odd'n can drag up to 1500lbs along the ground which could be similar to him hauling a rope attached to an object.. or lift and stagger around with 600lbs (https://www.d20pfsrd.com/alignment-description/carrying-capacity). The only issue i can forsee here is how he would secure whilst holding the presumably heavy rope..

Odd'n isn't in the water. He's on the other side of it, with the grappling hook, I believe, as he carried his gear over.

The bridge is on the other side and, with a range increment of 10, this river is too wide for you to do that.

You might be able to get the grappling hook over, but you'll be taking a lot of range penalties. Getting it to them is a big enough feat.


Male Human Unarmed Fighter (Fighter)/1; HP 16/16 ; AC15 - FF13 - T12 ; F+4, R+2, W+1 ; Init: +4; Speed 30ft; CC (L/M/H) 100 / 101-200 / 201-300
Tarren the Dungeon Master wrote:

Odd'n isn't in the water. He's on the other side of it, with the grappling hook, I believe, as he carried his gear over.

The bridge is on the other side and, with a range increment of 10, this river is too wide for you to do that.

You might be able to get the grappling hook over, but you'll be taking a lot of range penalties. Getting it to them is a big enough feat.

Well, we have a length of rope already spanning the river. We could move that length to the bridges former location and secure it across the gap, then just kinda hang from the rope and haul oneself across one at a time. For security we could use the grappling hook as a safety anchor attached from ones wrist or waist to the rope itself so if one loses their grip they wont fall, and since it is a smoother metal it should slide along behind each person as they go. But we have the horse in tow which i cant imagine we want to leave behind. After moving the rope to span between the rock ledges Odd'n could crawl back over to aid the others in pulling up the foot bridge if need be, though i have doubts there will be a 'need be'. Anyone else got some nifty ideas?


We could make a monkey bridge and then Scipio could try and ride his horse through the river.


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 studies her fingernails. In the process she notices an interesting pebble on the ground by where she's sitting. She furtively picks it up and stuffs it away in her belt pouch before anyone else claims it.


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

"Hey! Odd'n! Catch anything tasty? Maybe I can clamber over on a tightrope, carry mine across? Seems faster than building a whole new bridge, I guess. "


Just to summarize, if it is helpful; in this little puzzle you have:
(1) A rope spanning a river;
(2) A bridge in disrepair that needs to be rescued from the water
(3) 5 humanoids and a horse on one side of the river
(4) 1 humanoid shivering with a grappling hook on the other side of the river
(5) More rope
(6) Lots of wood
Am I missing any resources? I think this is doable and you have had some good ideas. Keep discussing? Do something?

The challenge is how to get the other 5 humanoids and the horse across the river without them taking HP damage from swimming through the very cold river that runs off the snowcapped mountains that surround you. On the map it shows the river as a mile wide. I've reduced it to 60' of water deep enough that you'd need to swim because I think the map was probably not intended to be accurate. I put a 10' shallow bank on either side, that you can walk in without measurable damage.


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

My basic plan: see if the horse and us on the eastern bank can rig up a repair to the bridge enough to allow passage. If not possible, 3 strand monkey bridge is probably sufficient to get us people across and then the horse can plow through with guidance.


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 does a few basic stretching exercises before trying to pull the ruined bridge back to the south bank.

"Hmm...must be hooked on a submerged rock," she lies with a telltale grin.

Livlena Strength Check: 1d20 + 3 ⇒ (1) + 3 = 4

Sorry for the delay. Gimble's plan sounds good to me.


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

Gimbles plan sounds good to me as well.


Gimble Strapfellow wrote:
My basic plan: see if the horse and us on the eastern bank can rig up a repair to the bridge enough to allow passage. If not possible, 3 strand monkey bridge is probably sufficient to get us people across and then the horse can plow through with guidance.

The bridge looks like it can serve and be repaired, the trick is getting it pulled across the river. The horse would be helpful to that, but is on the wrong side of the river for that. You could take the horse across where his strength can be used to pull the bridge directly. The horse would take some damage from the cold, but if Odd'n can take it, the horse probably could too. There may be some way of creating a pulley that would allow the horse to be used from the side it's on. I think Disable Device would be the appropriate check for that.


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

"Hey, wait a minute! What if we take Odd'n's rope, my rope, and some logs, then use that to curve the rope and yank the bridge across. Like, we pull here, the rope goes around a log or tree on the other side, and that pulls the bridge part across the right way. I think that could work, right, Trom?"

Gimble offers his rope and expertise on what to do. Hopefully, Odd'n can handle the 'loop around a smooth slim tree trunk' part.

1d20 + 7 ⇒ (17) + 7 = 24 disable device


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

Scipio's going to ride back. Get a running jump to get across part of the river then ride the horse through the water to the other side Checks?


Scipio_Valiere wrote:
Scipio's going to ride back. Get a running jump to get across part of the river then ride the horse through the water to the other side Checks?

Do you do this despite the system Gimble is setting up that might save the horse taking any damage? I think he is creating a pulley that would allow you to pull the bridge across. Is that right, Gimble?


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

Yes, idea was to connect both ropes, then use the horse and people on eastern side to pull, 'pulley' will reverse direction of force, and move bridge from east to west end. Odd'n can then secure western end long enough for others to get across, fully secure bridge, then we all can cross. Of course, Gimble is small, so up to you, Scipio.


Gimble Strapfellow wrote:
Yes, idea was to connect both ropes, then use the horse and people on eastern side to pull, 'pulley' will reverse direction of force, and move bridge from east to west end. Odd'n can then secure western end long enough for others to get across, fully secure bridge, then we all can cross. Of course, Gimble is small, so up to you, Scipio.

That would work and the check is sufficient. The only thing needed would be to attach a rope to the end of the bridge without getting wet. That's a DC 15 Acrobatics check, but failure means falling into the freezing water. Who wants to do it? Any precautions?


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

"Hey, grab my belt, eh? I think I can get these ropes together, but I don't wanna fall in if I slip."

Gimble moves out to the edge of the bridge and attempts to connect the ropes.

1d20 + 9 ⇒ (7) + 9 = 16 acrobatics


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

Liv elbows Hennie in the ribs and whispers something to her out of the corner of her mouth. Then the twins starts to clap for Gimble and say in unison, "Our hero!"

Perception to Overhear (DC 15 + 1/10 Ft. Away):

"Creepy Twin Powers...Activate! Clap and say 'Our hero!' on 3! 1...2...3!"


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

Seems Gimble has it covered, so yeah Redact that

Scipio jumps off his horse and goes to help Gimble where he can


Gimble, with the help of Odd'n on the other side of the river, is able to use Odd'n's rope to rig up a pulley that will allow the horse to pull the bridge out of the water and stretch it across the bridge. He's also able to get far enough out on the rocks to hook up the grappling hook to the bridge.

Once this is done, it takes the whole team. Odd'n on one side of the river to make sure the rope doesn't snag and to tie it off when the bridge is stretched out. The twins and Trom will find they need to manipulate the bridge a bit so that it untangles slowly. Scipio will need to persuade the horse to pull very slowly and stop and go as necessary, until the bridge is pulled straight and stretched across the river once more.

It doesn't look like it will hold for weeks, but you manage to pull the bridge into place across the river.

If you want to leave the bridge up and stable enough to be there when you return tomorrow, you're going to need to leave about 50' of rope holding it up. (If you want to repair the bridge and make it structurally sound, you'll use 100' of rope and need to make an Knowledge (Engineering) 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

Livlena's got 50' of hemp rope which she'll donate to the cause if anyone thinks it best to shore up the bridge on a more permanent basis.


Trom examines the situation to try and find the best way to keep the bridge there till they return on the following day. "T'would be a shame if we were t'have to swim on the way back," he mutters to himself.

Knowledge (Engineering): 1d20 + 3 ⇒ (16) + 3 = 19

I don't have 50 feet of rope to add to that, but I think at least leaving the rope so that the bridge is there tomorrow is better than nothing.


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 snaps to, doing as Liv asks. After clapping and saying "Our Hero", Hennie asks in a low voice "Who? What'd he do?"


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

"Sounds good to me. If you wanna carry this silk rope instead, we can leave the hemp stuff holding the bridge together. For now, at least. This way we have a way across on the way back, and we can tell the sheriff or who ever to fix it more permanently after we get back to town."

Gimble heads over to Odd'n, checking his fingers and lips for blue color and ahivering.

"Good job on the fire, big man. You'll be right as rain in no time."


Nice DC 19 Engineering check, Trom. The bridge will make a DC 19 check to resist gravity and time, starting the day after tomorrow. This will hold the bridge for now and for who knows how long after. Good karma points for the team for a 100' of hemp rope contributed to the common good.

Odd'n has already healed 1 hp during the time the bridge was being constructed and will heal four more before you get to the monastery.

Having crossed the river that divides the forest in half, and hopped over a dozen tiny creeks that pour from the snowcapped mountains through the darkened woods and feed into the river, you continue through the forest. The trees begin to thin, but the mountains loom almost directly over and it gets no lighter.

You've heard that the lumberjacks refuse to enter the woods in crews fewer than six these days, but you, only six in number, see nothing that doesn't seem more scared of you. Other than that annoying bridge, the forest seems uneventful.

DC 15 Perception Check:
A minute or so after your party crossed the bridge, you hear clunking and creaking sounds that resemble that of a creature crossing the bridge behind you. You're too deep in the Woods to see what it was, but you heard something. I'm assuming the party continues on.

Hendrina:
The pebble pops out of your pocket in the way things have the habit of doing (re: being haunted). You sense both a malevolence in the Woods and a curiosity in the Woods, not necessarily from the same source. There are dark things here, but not all of them have evil intent towards the party.


When you leave the woods ....:

Eventually, the last tree of any significant height disappears from view. A wide area has had all the trees of any significant size cut here, but then over many years, smaller berry covered bushes have grown up in their place.
Sitting squat at the foot of an imposing mountain, a ruined monastery comes into view between ancient gnarled trees. Made of simple stone blocks, worn smooth with the passage of time, the stout building is falling apart. Sections of the slanted shale roof have collapsed and portions of the outer wall have crumbled.
Weeds and wild thorn plants run rampant across the field leading up to the place, leaving only the slightest indication of a path that ends at the ruined front doors. Beyond, an overgrown yard sits in shadow.

DC 15 Nature check:
The berries are slightly toxic uncooked and cause severe stomach cramps, but can make a very nice drink when boiled or even be fermented into wine.


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

1d20 + 7 ⇒ (12) + 7 = 19 perception


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

Liv stomps along the faint trail in a carefree, almost careless, manner.

Livlena Perception Check: 1d20 ⇒ 10


Male Human Unarmed Fighter (Fighter)/1; HP 16/16 ; AC15 - FF13 - T12 ; F+4, R+2, W+1 ; Init: +4; Speed 30ft; CC (L/M/H) 100 / 101-200 / 201-300

Shrugging his hide coat back on, Odd'n takes up trailing after the party as he neatly wraps his ropes back into an orderly bundle to be hung from his pack; the jumble of rope wrapped haphazardly around his head and shoulders as he works.

Perception: 1d20 + 1 ⇒ (5) + 1 = 6

Eyes fixed on a particularly stubborn tangle in his rope, Odd'n fails to hear any sounds around him. He gets so involved in the knot that he fails to recognize the forest thinning and his party slowing up ahead. Bumbling into their backs, he is startled by the change in his surroundings. The earlier fish doing little to satiate his hunger, his stomach grumbles when his eyes fall on the berry bush.

Knowledge(nature): 1d20 - 1 ⇒ (13) - 1 = 12 Let's hope someone recognizes these berries as poisonous

Not recognizing the berries as anything he has been taught to avoid he moves to grab a handful..


Odd'n Bloodied-Boulder wrote:
Shrugging his hide coat back on, Odd'n takes up trailing after the party as he neatly wraps his ropes back into an orderly bundle ...

I think 50 ft. of Odd'n's rope went to the stabilization of the bridge.


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

percept: 1d20 + 5 ⇒ (8) + 5 = 13
nature: 1d20 + 2 ⇒ (16) + 2 = 18

Don't eat those berries, they cause stomach cramps unless boiled or fermented Scipio comments before Odd'n can eat them, he takes out a kettle, puts some water in it and offers it to put the berries in We can boil them when we sit down for camp, make a nice tea


Perception: 1d20 + 1 ⇒ (12) + 1 = 13
Nature: 1d20 + 3 ⇒ (5) + 3 = 8

Whistling a cheerful tune now that the river is behind them, Trom shifts his pack on his shoulder as he walks along.


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'

Eventually Henndrina comments out loud on the forest's interest in them.

"The forest watches us, but it is not of one mind I think. It seems both hostile and curious. Maybe it wonders why we've come, but maybe it also wouldn't mind if we all fell and broke our necks."

Perception: 1d20 ⇒ 11

K Nature: 1d20 + 4 ⇒ (3) + 4 = 7


If you search for images of "droskar's crucible" you'll see what the building looks like.

It's now late afternoon. The sky is grey and purple and, although you're at the edge of a clearing, there is no warmth of sunlight. The former monastery is surrounded by cold damp ground and brush. You can see a path leading from the monastery, through the clearing you stand on the edge of, and up into the mountains.

At one time, this wide path towards the monastery would have been inviting. The statues that stand on either side of the path are old and crumbling now.

From where you are now to the monastery is about 50 ft.


"There she is," Trom comments, "another legacy to the hubris of the devoted." Slowly, Trom begins to walk up the path to the monastery, taking in the sights and observing the statues, occasionally touching one to examine it. "Twas fine craftsmanship at one point," he adds.


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 strolls not far from Trom, bardiche (as always) at the ready.

"Which ingredient are we expecting to find here?" she asks aloud, maybe of her sister, while scanning the area for threats.

Livlena Perception Check: 1d20 ⇒ 19


While there are many places danger could lurk, Livlena sees no clear threat as you make your way towards the Monastery.

A statue stands on either side of the path, although one has been so damaged that it is barely even recognizable as a dwarf. The other is relatively intact and stands 5 foot high. You can make out that it is a dwarf holding aloft a great stone hammer.

Moss and creeper vines cover most of its surface. Damage to the side of the face leaves the statue with only one eye peering out between the vines.

inscription in dwarven:
An old dwarven inscription that reads “All praise, [this part is defaced].” Unfortunately, the missing name was scratched off a long time ago and is no longer legible.

Knowledge (history) or Craft (stonemason) DC 15:

This statue is from the time of the last great dwarven kings, many centuries ago. It's style, or what can be seen of it through the damage, puts it fairly early in the period. It may even pre-date the monastery and have been brought here when the monastery was built.


"I believe our quarry be the mushrooms that grow near the iron," Trom responds. "Likely we'll find some in what's left of the forge." He'll pause for a moment to translate the inscription for the party.

History: 1d20 + 7 ⇒ (6) + 7 = 13

"Hmm," Trom wonders aloud. "This statue certainly stands as a testament to their craftsmanship, however."

Trom steps back and looks up at the statue. "Whoever this was, I wager he was one of their favorite."


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

"Old dwarf temple with a forge and some weird mushrooms? What kinda traps did these old dwarves use? Lots of the falling blocks, spiked pit stuff, or more like spring-loaded darts and spears that shoot across hallways? Purely a professional inquiry, I would hate to miss something that would be very obvious to a follower of this deity, or dwarf, or what not."


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

it's all very nice, Dwarves usually have the best stone and metal craftsmanship. Scipio comments from a merchants perspective before answering Gimble almost as if speaking from experience Spikes from the floor, pressure plates, high grade locks, maybe if you're dealing with a particularly well off dwarf you get constructs of some kind. Also clockwork things, depends on the dwarfs funds, age and talents...purely profession experience with Dwarves i assure you.


The path continues toward the monastery, between the crumbling statues, and through a large stone gate. To the left of the gate is a crumbling watchtower. A few razorcrows caw from its broken windows. Walkways over the gates would have once allowed the guards in the tower to pour out and fire down on those attempting to enter. The wall is broken now, but it is hard to tell if it was damaged by a siege weapon of wood and rope or whether it was damaged by time, which eventually lays siege to all.

Livlena notices signs of animals along this path, including a gnawed bone and dung.

The large wooden doors that once hung in this gate now lay rotting by it side.

In the yard beyond:
Tall grasses and chunks of stone debris have all but overtaken this small yard. Off to one side, a wooden stable has collapsed into a mound of rotting timbers and moldy straw. The outer wall on the east side has also collapsed, leaving a ragged hole. Three doors exit into this yard—a pair of double doors to the east, a single door to the north, and a lone door leading into the squat watchtower in the southeast corner.


Male Human Unarmed Fighter (Fighter)/1; HP 16/16 ; AC15 - FF13 - T12 ; F+4, R+2, W+1 ; Init: +4; Speed 30ft; CC (L/M/H) 100 / 101-200 / 201-300

Stumbling along with his party like a dumb struck child, Odd'n looks around at what he presumes must have once been a glorious home or fort. His eyes take in the facade of the main keep, the watchtower, the doors entering into said structures, and the gaping hole in the wall.

A creeping sense of claustrophobia begins to crawl across his shoulders and down his spine as he views the keep and the darkness beyond its doors, the ominous surrounding walls and the lone watchtower. Almost unconsciously he begins walking towards the gaping hole in the wall of the courtyard, the greenery of the forest and brush beyond offering his mind the ease of open space that he is accustomed too.

As he walks his eyes remain fixed beyond the broken wall for it is surely safer than in the darkness of the keep.


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 points out the gnawed bone and whispers, "Predator," to the others. Then she points at the pile of poop and adds, "Defecator, too--watch where you step."


"Probably not best that we stay the night here then," Trom whispers. "Though if we can find a secure section of building, I'd wager it'd be able to withstand most anything these woods can throw at it."

Trom pauses for a moment and examines the doors. If he had been in charge of this monastery, where would he have put the forge? "I'm guessing behind those double doors is a good place to look," he thinks aloud.


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

"Sounds as good a way as any, Trom. Lemme take point and make sure we are gonna trip some of those fine dwarven defenses, eh?"

Gimble moves to the front of the group, hand on his knife hilt and ready to pull at a moment's notice. He walks slowly in the direction Trom suggested, watching the floors, walls, and ceiling for danger.

"Hey Odd'n, stay with the group, big guy. No sense wandering off and getting lost, eh?"

1d20 + 7 ⇒ (20) + 7 = 27 perception


Gimble, are you making that Perception check in the yard or did you move into the structure? When you moved past the large wooden doors, you entered area 2 on this map: Droskar's Crucible. I'm wondering if you went straight to the double doors leading to Area 4.


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

Making perception checks to look for traps in general. I figured we scanned the courtyard and started moving towards the indoors. If you'd prefer to roll for the checks, I'm fine with it, but Gimble intends to take point and check for traps or ambushes whenever we are indoors for the most part.

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