DM Delmoth's Planescape

Game Master Delmoth

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Adventure stage: 4


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CG M Bariaur│Cav 11 Brwl 1│HP 111/111│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions:
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 3/3; Martial Flexibility 4/4

And here I was expecting to be trapped in the bottom room of a crumbling tower... instead Rinika exploded in loot.


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So close to why the tower disappeared but not quite there, also that mystery isn't terribly important.


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

Hooray! xD

I figure it's something related to being unable to use divination; e.g. crossing planar boundaries usually causes problems xD

Also, as long as we don't bump into him later, it should be fine to not figure it out, haha xD

Note to self: eventually get Nondetection somehow...

edit: ESPECIALLY FOR MUH ZOMBIE HOARD


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Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

So now we have lots of gems, and a necromancer.

Now all we need a pile of corpses.

Arise Zombies ...Arrriiiiiissssseeeee


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

If we keep the corpses and the gems until we hit 5th level, then Nik will have time to experiment until he can use gems besides onyx and...

Conor the Wanderer wrote:
Arise Zombies ...Arrriiiiiissssseeeee

yeah that :D

I still need a way to sneak around with them though. Wouldn't want to get noticed with non-contract shamblers hanging around...


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

it's at least partly my fault that Jek is confused about location. I kind of confused the outlands and the bone yard at some point...


CG M Bariaur│Cav 11 Brwl 1│HP 111/111│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions:
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 3/3; Martial Flexibility 4/4

No problem. Jek wouldn't know the way home to Ysgard via the Outlands. He uses a portal. Heck, Ysgard is infinite. I have no idea if it's walkable.

Oh, and according to at least one source, if you die in Ysgard you resurrect (true resurrection) the next morning. I have no idea if that's canon, but it would explain all the recklessness.


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Nikrir Leldro wrote:
it's at least partly my fault that Jek is confused about location. I kind of confused the outlands and the bone yard at some point...

The Boneyard is Pharasma's realm on the Outlands. A realm is an area on an outer plane that a Power (deity) has claimed and has nearly ultimate dominion over. Another realm is the Norn's realm which you are on the boarder.

Jek Tal'dor wrote:

No problem. Jek wouldn't know the way home to Ysgard via the Outlands. He uses a portal. Heck, Ysgard is infinite. I have no idea if it's walkable.

Oh, and according to at least one source, if you die in Ysgard you resurrect (true resurrection) the next morning. I have no idea if that's canon, but it would explain all the recklessness.

Nik or Rinika or someone else with Planes would know that you could reach Ysgard by going to Glorium. Glorium is a gate-town, each of the outer planes has a corresponding gate-town one the outlands. Each gate-town has a permanent gate that is always open to the corresponding plane. A side note is that Yggdrasil does not reside in Ysgard any more that it resides on the Outlands or the Gray Wastes or anywhere else, it is a planar pathway that spans different planes. Other examples of planar pathways are the River Styx connecting all of the lower planes and the River Oceanus connecting most of the upper planes.

Jek would know that petitioners on Ysgard, dead mortals spirits, come back to life if slain in battle the following morning. However other creatures such as bariaur tribes who make their home there or visiting PCs do not. This is why a lot of tribes adopt a shoot first and run fast strategy, especially when encountering petitioners of giants.


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

ooooh, neat :O

Would a bariaur herd from Ysgard ever wander along Yggdrasil's... branches?


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There is no reason they couldn't


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

I feel like there's a joke hiding in that...


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

@Rinika: btw, would you want something like Nik's sheet that automatically builds up certain parts of the tagline and character sheet? ^^
(that sheet is a bit of a mess, 'cause I'm lazy about making it nice, but you can still see how the three taglines are built up...)


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

I'll post later, finishing a big fat paper tonight after getting a reprieve on the due date xD


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

you know, pulling those dead guys out of the barrel reminds me:
Didn't we have one in critical condition that we never got around to interrogating? do we have an extra corpse that's tied up now?


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Nikrir Leldro wrote:

you know, pulling those dead guys out of the barrel reminds me:

Didn't we have one in critical condition that we never got around to interrogating? do we have an extra corpse that's tied up now?

Yep


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

ah, I was wondering what that smell was...


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too tired to post, maybe tomorrow.


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Take your time, sleep is good!


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy
Conor the Wanderer wrote:
Take your time, sleep is good!


Schrodinger's Catgirl Oracle 11 | Init +4 | AC 25 T16 FF21 | HP 69/80 | Fort +8 Ref +10, Will +11 (+2 disease, mind affecting) | Perception+14 DV, SiD | Spells: 5: 5/5 4: 6/7, 3: 5/7 2: 4/7, 1:8/8

Hey dudes, unfortunately I missed it day-out, but we started this adventure on May 17th of 2019. Happy anniversary! This is easily the longest running pbp I've been a part of, and I've been having a lot of fun with it.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

I am always grateful when a PbP continues; great group, great DM!


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Wow, that went by fast


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

happy anniversary, even though I wasn't here for the start xD


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Lol, I'm sorry I missed our anniversary too. I am having a lot of fun with the game and happy to get you guys out of Sigil for a bit.


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

The beauty of planescape is you can go anywhere and do anything!


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

right before some bushes rip you and your shambler to shreds! xD
OOhhh, speaking of which, think it'd be good to have a zombie with bec-de-corbin and longbow handy?
We still have all those arrows from that fire fortress place


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

I mean, it's always good to have a zombie around


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Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Every time Nik makes a shambler THIS plays in my head.

Worked as an alarm clock song for years as well.


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

speaking of making shamblers, Zombington the 3rd (made with a 100gp onyx) just borrowed our composite longbow 3 and 28 arrows.

@GM: I just realized that Nik would've wanted to cast Detect Magic on that Tiamat looking thing
...and probably inspect the rest of the gems while he was at it xD
I'm guessing the answer is no, but were any of those magical?


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I assume detect magic is used on every item you gather. Also per my house rule you automatically identify non-cursed magic items.


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

Oh, I'd forgotten about that somehow xD
Yay xD


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

Do "Druidice herbs" give you "Druidic visions", by any chance? :3


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

yes, being crazy by charging through portals (or by *cough* creating undead abominations *cough* illegally *cough*) is what imaginary lives are for xD
Here's hope we don't lose them xD


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

I've got two interesting character concepts rolling around in my brain anyway. Too many years of AD&D and Shadowrun prevented me from getting attached to characters too much.

That and sadistic GMs. But to be fair we rotated GMs and no one took it personally.


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

To be devil's advocate (or GM's advocate?), both of those systems have a strong tendency towards ... oopsies that may or may not end the playability (and probably life) of a character xD
Also, it's boring if there's no way to fail enough to get a "game over" xD


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

It was always a small party when we managed to get past level one or two in AD&D alive.

And Shadowrun we played very, very, pink mohawk so attrition was high but pretty much by design. We found it fun, but we're always spitballing the next character when whichever one we were playing inevitably bit the dust.


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lol, well good to know that I can murder either of your characters at will.


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Thanks for being a really great group by the way. Its always a pleasure checking on this game.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

You keep dangling the carrot...


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

well, how else is Nik going to become an undead monstrosity if he isn't killed? XD


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Murder away! Making new characters and backstories is just as fun as playing them for me.

Also, I guess I shouldn't just charge into a camp of 150 potentially angry (and hungry) lizards then, eh?


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Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve
Quote:
so it will hard to see Nik's balls drop from this distance.

That's what she said.


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So plan is to levitate Rinika then make her go invis and have her scout the place by looking into the windows? Dropping variously colored balls as a signal to raise or lower.

It will take 5 or so minutes to walk over to the tower so you'll have to get to the tower first. The plan requires Nik and Rinika to be at the tower. So both will need to give me stealth or some other plan to get over there.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

I am thinking that it's a trap!

Splitting the party (while normally fun) in this case will only result in losing a cat and a stiff. Perhaps we scout the parameter buildings firstly.


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

I am a liability when it comes to sneaking unless I break the dice roller to roll only Nat 20s


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Conor the Wanderer wrote:
I am a liability when it comes to sneaking unless I break the dice roller to roll only Nat 20s

I hear invisibility gives you a +20 to stealth rolls.


Male Human Vindictive Bastard 8| HP 73/79| Init +1, Perception +8 | AC 23/12/22 (+1 Dex, +1 Deflection, +1 Natural, +1 Attune) Fort +10, Ref +5, Will +11|
Use /Day:
| Smite 3/3| Demoralize 1/1 | Solo Tactics 6/6 | Pearl 1st 3/3 | Bane 4/5 | Spells: Liberating Command, Litany of Duty, Paladin's Sacrifice, ironskin
Condition: Aura of Courage, Aura of Resolve

Annnnnd I'm stuck in my brain thinking about Shadowrun where visible and audible stealths are different

Been listening to too many actual play podcasts lately


CN Male Peri-blooded Aasimar | Necromancer 12 | HP 86/86 | AC 18, TCH 15, FF 15; SR 17 | CMB 7, CMD 23 | Fort +9 Ref +11 Will +10 | Init +8, Perc +11; Darkvision 60' | Speed 30' | Spells etc | ammo 47+1/48(S/CI) | Conditions: Deathwatch (CL1), xbow handy

nice xD
I apparently didn't read well xD

I vote we approach the encampment together first, maybe within 200' of the nearest structure?
But to help avoid any noisy spellcasting next to the tower, we get Nik's balls in Rinika's hands ASAP xD


CG M Bariaur│Cav 11 Brwl 1│HP 111/111│AC 22 (+3 w/shield), FF 20 (+3 w/shield), Touch 13│CMD 35│F13 R11 W8│Init 2│Per 17 DV│Speed 80'│Conditions:
Fleet Standard:
Allies within 60' gain +10' land speed (enh) and +1 dodge bonus to AC during any round in which they moved at least 10'
Usable/day:
Challenge 3/4; Tactician 3/3; Martial Flexibility 4/4

I like the tower plan, but I think it's too early for it. Right now it splits the party, risks aggroing the entire half-world, and puts enemies on both sides of the group going up there. If we clear buildings as a group we can at least mitigate all of that.


Male Human Druid [Arctic] 1 Init +5 AC 15/17 touch 11, flat-footed 14/16 Hp 13/13 Fort +3 Ref +2, Will +5 Perception+7 Active Spells:

Agreed. We scout the outer buildings as a group. Where to first?

Storage would be a good place to start, as we could potentially find equipment.

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