Tiger's Heart (Inactive)

Game Master Torvald Torvaldson

Our adventure begins in the small town of Belric, just on the western edge of the Arthfell Forest in Andoran.


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Amarth Nuin Giliath wrote:

[dice=will]1d20+10

[dice=know religion ]1d20+9

“That’s the symbol of the arch devil Mammon, hell’s accountant.”

Don't forget:

Amarth and Weed suffer a -1 morale penalty to AC/hit/damage/saves/skills while underground in this area.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

yes...i have been subtracting 1 from all my rolls


Aasimar Bard-9(Arcane Healer) AC:21/FF17/T14 HP:77 Init:+4 Morningstar: +8/+3 1d8-1(20)
Saves:
Fort+7/Ref+12/Will+10
Skills:
Acr8 App4 Blf10 Cli4 Dip17 Disg10 EA8 Int10 KN Arc14 Dun8 Eng8 Geo8 His8 Loc8 Nat11 Nob8 Pla11 Rel9 Perc12 Perf12 SM10 SOH8 Spe4 Ste8 Sur0 UMD10
Channel:
Channel: 5/6d6
spells:
0:Det Magic,ReadMagic,MageHand,DancingLight,Message,Sprk 1(7x):CLW,HL,vanish,Grease,SavFin 2(6x) MirrorIm, C-call, CMW, Glitter : 3(4x):Displace, Haste, Invis Sphere, CSW (+1 spell)

My bad, -1 rolls, aye.


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Will: 1d20 + 12 ⇒ (4) + 12 = 16

Dar ~Detects Evil~ near the door. Does it seem stronger than the rest of the place?


The door does not radiate any extra evil beyond the general sense of wickedness that infests the place.


Aasimar Bard-9(Arcane Healer) AC:21/FF17/T14 HP:77 Init:+4 Morningstar: +8/+3 1d8-1(20)
Saves:
Fort+7/Ref+12/Will+10
Skills:
Acr8 App4 Blf10 Cli4 Dip17 Disg10 EA8 Int10 KN Arc14 Dun8 Eng8 Geo8 His8 Loc8 Nat11 Nob8 Pla11 Rel9 Perc12 Perf12 SM10 SOH8 Spe4 Ste8 Sur0 UMD10
Channel:
Channel: 5/6d6
spells:
0:Det Magic,ReadMagic,MageHand,DancingLight,Message,Sprk 1(7x):CLW,HL,vanish,Grease,SavFin 2(6x) MirrorIm, C-call, CMW, Glitter : 3(4x):Displace, Haste, Invis Sphere, CSW (+1 spell)

Amarth grabs a brass ring and pulls to open the doors.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

weed readies himself....sweat pouring off his brow as he tightens his grip on his axe....

perception: 1d20 + 19 - 1 ⇒ (7) + 19 - 1 = 25


1d20 ⇒ 10

As Armath's hand touches the brass ring it animates in the form of a serpent and wraps itself around her arm, constricting and biting.

constriction damage: 2d6 ⇒ (4, 6) = 10
bite attack vs. FFAC: 1d20 + 10 ⇒ (9) + 10 = 191d8 + 4 ⇒ (5) + 4 = 9
If bitten DC 15 Fort save or take 1d2 CON damage


Aasimar Bard-9(Arcane Healer) AC:21/FF17/T14 HP:77 Init:+4 Morningstar: +8/+3 1d8-1(20)
Saves:
Fort+7/Ref+12/Will+10
Skills:
Acr8 App4 Blf10 Cli4 Dip17 Disg10 EA8 Int10 KN Arc14 Dun8 Eng8 Geo8 His8 Loc8 Nat11 Nob8 Pla11 Rel9 Perc12 Perf12 SM10 SOH8 Spe4 Ste8 Sur0 UMD10
Channel:
Channel: 5/6d6
spells:
0:Det Magic,ReadMagic,MageHand,DancingLight,Message,Sprk 1(7x):CLW,HL,vanish,Grease,SavFin 2(6x) MirrorIm, C-call, CMW, Glitter : 3(4x):Displace, Haste, Invis Sphere, CSW (+1 spell)

fort: 1d20 + 7 ⇒ (3) + 7 = 10
con: 1d2 ⇒ 2

“Get it off me!”

-19
-2 con


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Attack serpent with black blade
hold still Amarth!

black blade: 1d20 + 15 ⇒ (10) + 15 = 25

damage: 1d6 + 9 ⇒ (2) + 9 = 11


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Dar will take shots at the serpent:

Deadly Rapid Shot: 1d20 + 18 - 3 - 2 ⇒ (9) + 18 - 3 - 2 = 22
Damage: 1d8 + 5 + 6 ⇒ (1) + 5 + 6 = 12

Deadly Rapid Shot: 1d20 + 18 - 3 - 2 ⇒ (19) + 18 - 3 - 2 = 32
Damage: 1d8 + 5 + 6 ⇒ (5) + 5 + 6 = 16

Deadly Rapid Shot: 1d20 + 18 - 3 - 2 - 5 ⇒ (11) + 18 - 3 - 2 - 5 = 19
Damage: 1d8 + 5 + 6 ⇒ (1) + 5 + 6 = 12


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

weed is afraid of striking at serpent and missing....injuring amarth....can he try to grapple and grab the snake.....crushing it??? what roll would that be


Turran and Dardanius deal with the animated door ring, while at the same time hurting their companion for 25 HP as they slash and puncture Amarth's skin.

Weed grabs the snake-thing and rips is from her arm stomping it lifeless on the floor.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

hate snakes....and spiders....hate spiders and snakes....
weed shudders....


Aasimar Bard-9(Arcane Healer) AC:21/FF17/T14 HP:77 Init:+4 Morningstar: +8/+3 1d8-1(20)
Saves:
Fort+7/Ref+12/Will+10
Skills:
Acr8 App4 Blf10 Cli4 Dip17 Disg10 EA8 Int10 KN Arc14 Dun8 Eng8 Geo8 His8 Loc8 Nat11 Nob8 Pla11 Rel9 Perc12 Perf12 SM10 SOH8 Spe4 Ste8 Sur0 UMD10
Channel:
Channel: 5/6d6
spells:
0:Det Magic,ReadMagic,MageHand,DancingLight,Message,Sprk 1(7x):CLW,HL,vanish,Grease,SavFin 2(6x) MirrorIm, C-call, CMW, Glitter : 3(4x):Displace, Haste, Invis Sphere, CSW (+1 spell)

“I hate snakes to Weed.”

Open the door.

-44
-2 con


The doors open revealing a long hallway running past 60' that is 15' wide. There are double doors on the left, followed by 2 single doors, all spaced 20' apart. On the right are 3 single doors also equally spaced about 20'. The air has a scent of stale sulfur to it.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

weed begins to move in slowly....checking for traps and other nefarious devices....

perception: 1d20 + 19 - 1 ⇒ (9) + 19 - 1 = 27


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

moving 10 feet at a time.....and rechecking the area.....

is there a way to wedge the doors open??


The first 10' of hallway appears to be safe to traverse.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

weed moves forward....another 10...to the first set of doors

perception: 1d20 + 19 - 1 ⇒ (16) + 19 - 1 = 34


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Dardanius moves with Weed.

Perception: 1d20 + 13 ⇒ (6) + 13 = 19

He'll also ~Detect Evil~ in this hallway to see if there is a stronger source/direction to the Evil in this place.


Aasimar Bard-9(Arcane Healer) AC:21/FF17/T14 HP:77 Init:+4 Morningstar: +8/+3 1d8-1(20)
Saves:
Fort+7/Ref+12/Will+10
Skills:
Acr8 App4 Blf10 Cli4 Dip17 Disg10 EA8 Int10 KN Arc14 Dun8 Eng8 Geo8 His8 Loc8 Nat11 Nob8 Pla11 Rel9 Perc12 Perf12 SM10 SOH8 Spe4 Ste8 Sur0 UMD10
Channel:
Channel: 5/6d6
spells:
0:Det Magic,ReadMagic,MageHand,DancingLight,Message,Sprk 1(7x):CLW,HL,vanish,Grease,SavFin 2(6x) MirrorIm, C-call, CMW, Glitter : 3(4x):Displace, Haste, Invis Sphere, CSW (+1 spell)

Follow Dar.

perception: 1d20 + 12 - 1 ⇒ (6) + 12 - 1 = 17


Weed safely leads the party to double doors on the left and a single door on the right.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

Dar...can you sense anything from either set of doors....

Weed studies the doors on both sides for anything that stands out....

perception: 1d20 + 19 - 1 ⇒ (18) + 19 - 1 = 36


Nothing appears unusual about the double doors on the left or the single door on the right, and neither appears trapped or particularly 'evil'.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

which shall we try....left or right


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

I'm partial to the left


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

left it is

perception: 1d20 + 19 - 1 ⇒ (12) + 19 - 1 = 30

weed check doors on left


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

If Weed finds no traps, Dar feels bad enough about what happened to Amarth that he'll open this door.

Perception: 1d20 + 13 ⇒ (3) + 13 = 16


From your vantage point the chamber beyond the double doors appears to have once been a chapel or small place of worship. What looks like a despoiled altar on a raised dais adorns the west wall, and tattered and torn tapestries have fallen from their hangings and lie rotting on the floors along the north and south ends of the room.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

weed will venture in....slowly....checking for anything nefarious....

perception: 1d20 + 19 - 1 ⇒ (13) + 19 - 1 = 31


Aasimar Bard-9(Arcane Healer) AC:21/FF17/T14 HP:77 Init:+4 Morningstar: +8/+3 1d8-1(20)
Saves:
Fort+7/Ref+12/Will+10
Skills:
Acr8 App4 Blf10 Cli4 Dip17 Disg10 EA8 Int10 KN Arc14 Dun8 Eng8 Geo8 His8 Loc8 Nat11 Nob8 Pla11 Rel9 Perc12 Perf12 SM10 SOH8 Spe4 Ste8 Sur0 UMD10
Channel:
Channel: 5/6d6
spells:
0:Det Magic,ReadMagic,MageHand,DancingLight,Message,Sprk 1(7x):CLW,HL,vanish,Grease,SavFin 2(6x) MirrorIm, C-call, CMW, Glitter : 3(4x):Displace, Haste, Invis Sphere, CSW (+1 spell)

perception: 1d20 + 12 - 1 ⇒ (5) + 12 - 1 = 16

Detect magic around the room.


Dardanius and Turran?


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Head in and look for anything of interest,

perception: 1d20 + 16 ⇒ (8) + 16 = 24


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Dar will head in with the team.

Detect Evil

Perception: 1d20 + 13 ⇒ (13) + 13 = 26


The party cautiously makes its way 10' into the 30x30 foot room. Dardanius does not detect any specific evil and Amarth detects some transmutation magic coming from the altar.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

weed moves a further 10 feet checking for traps and secret doors

perception: 1d20 + 19 - 1 ⇒ (14) + 19 - 1 = 32


Any other action from the rest of the party?


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Check out the altar

perception: 1d20 + 16 ⇒ (1) + 16 = 17
arcana: 1d20 + 14 ⇒ (2) + 14 = 16
dungeon: 1d20 + 10 ⇒ (10) + 10 = 20
planes: 1d20 + 12 ⇒ (20) + 12 = 32


Aasimar Bard-9(Arcane Healer) AC:21/FF17/T14 HP:77 Init:+4 Morningstar: +8/+3 1d8-1(20)
Saves:
Fort+7/Ref+12/Will+10
Skills:
Acr8 App4 Blf10 Cli4 Dip17 Disg10 EA8 Int10 KN Arc14 Dun8 Eng8 Geo8 His8 Loc8 Nat11 Nob8 Pla11 Rel9 Perc12 Perf12 SM10 SOH8 Spe4 Ste8 Sur0 UMD10
Channel:
Channel: 5/6d6
spells:
0:Det Magic,ReadMagic,MageHand,DancingLight,Message,Sprk 1(7x):CLW,HL,vanish,Grease,SavFin 2(6x) MirrorIm, C-call, CMW, Glitter : 3(4x):Displace, Haste, Invis Sphere, CSW (+1 spell)

percep: 1d20 + 12 - 1 ⇒ (1) + 12 - 1 = 12


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Dardanius investigates the altar with Turran:

Knowledge Religion: 1d20 + 4 ⇒ (11) + 4 = 15

Perception: 1d20 + 13 ⇒ (8) + 13 = 21


Weed doesn't find anything in the next section of the room he inspects. Dardanius recognizes the altar as belonging to the dead god

Aroden:
Aroden (pronounced AIR-oh-den) was the immortal Azlanti human who raised the Starstone from the bottom of the Inner Sea in 1 AR, founded the city of Absalom, and became the patron deity of humanity. He was once prophesied to lead humanity into an Age of Glory, but on the day of his supposed return, he apparently died of mysterious causes, catapulting Golarion into an uncertain future and the Age of Lost Omens.

Turran thinks that with a little bit of work, the altar could be cleaned up and maybe somewhat restored from its currently defiled state.


Aasimar Magus(Archon-Blooded Blade Bound) 11 AC25-29/FF19-23/T14 HP:114-125 Init:+5 Melee: +18/+13/1d6+11(18-20) Ranged: +9/+4/1d8+4(x3), perception+30
Saves:
Fort+13/Ref+7/Will+11
Arcane Pool:
9,1/3lvl + int+feat
blackblade arcpol:
3,1+int
Skills:
clmb+8/fly+6/intim+7/knowArc+17/knowDung+18/knowNat+15/knowPlanes+15/perc+3 0/ride+5/senmot+10/spllcrft+18/swm+8/UMD+5

Doesn't seem right to leave this altar defiled

Turran cleans it up as best he can.


Aasimar Paladin (Hunter) 11; Move 30'; AC 24; HP 101; INIT +4; PERCEPT +14
Combat:
Longbow +22/1d8+5; Rapier +16/1d6+4
Saves:
Fort +17; Ref +15; Will +15

Agreed.

Dardanius helps clean the altar and relays the religious significance in case his party makes a connection he doesn't see.


Aasimar Bard-9(Arcane Healer) AC:21/FF17/T14 HP:77 Init:+4 Morningstar: +8/+3 1d8-1(20)
Saves:
Fort+7/Ref+12/Will+10
Skills:
Acr8 App4 Blf10 Cli4 Dip17 Disg10 EA8 Int10 KN Arc14 Dun8 Eng8 Geo8 His8 Loc8 Nat11 Nob8 Pla11 Rel9 Perc12 Perf12 SM10 SOH8 Spe4 Ste8 Sur0 UMD10
Channel:
Channel: 5/6d6
spells:
0:Det Magic,ReadMagic,MageHand,DancingLight,Message,Sprk 1(7x):CLW,HL,vanish,Grease,SavFin 2(6x) MirrorIm, C-call, CMW, Glitter : 3(4x):Displace, Haste, Invis Sphere, CSW (+1 spell)

Amarth will help as well.


Weed?


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

Weed stands guards ....hes still uncertain.....

perception: 1d29 + 19 - 1 ⇒ (26) + 19 - 1 = 44


Turran, Dardanius, and Armath all busy themselves doing their best to restore some sanctity to the altar. As they do, a warmth comes over them and some divine beneficence is cloaks their mortal coils. All gain +2 morale bonus on attack rolls, saves, and skill checks as per heroism spell.

Weed keeps watch, his uncertainty paying off as two hidden doors in the side walls of the room slide open and fiendish-undead ettins pour out from each side (1 ettin on the left; 1 etting on the right).

Weed takes first action.

init M/P: 2d20 ⇒ (18, 1) = 19

Then the ettins then the party.


AC 28 HP 101 INIT +2 Perception +20
Melee:
+1 greataxe +1d12+21/power attack+22.1d12+24/attack 2; +14;1d12+21[/spoiler [spoiler=Saves]+9 FORT; +10 REF; +4 WILL (+2 against fear Bravery)

Weed yells a warning as he rushes the ettin on the right

Prepare to fight!!!

GAPA: 1d20 + 15 - 1 ⇒ (7) + 15 - 1 = 211d12 + 17 - 1 ⇒ (2) + 17 - 1 = 18

GAPA: 1d20 + 8 - 1 ⇒ (18) + 8 - 1 = 251d12 + 17 - 1 ⇒ (6) + 17 - 1 = 22

GAPA: 1d20 + 15 - 1 ⇒ (7) + 15 - 1 = 211d12 + 17 - 1 ⇒ (6) + 17 - 1 = 22


Weed rips into the ettin with his axe doing significant damage.

On Weed
-62
flail: 1d20 + 12 ⇒ (3) + 12 = 152d6 + 6 ⇒ (1, 1) + 6 = 8
flail: 1d20 + 7 ⇒ (10) + 7 = 172d6 + 6 ⇒ (3, 1) + 6 = 10

The other ettin rumbles forward and attacks
on: 1d3 ⇒ 2 Dardanius

(on flat-footed AC)
flail: 1d20 + 12 ⇒ (2) + 12 = 142d6 + 6 ⇒ (6, 3) + 6 = 15
flail: 1d20 + 7 ⇒ (19) + 7 = 262d6 + 6 ⇒ (6, 1) + 6 = 13
confirm crit: 1d20 + 7 ⇒ (13) + 7 = 202d6 + 6 ⇒ (2, 6) + 6 = 14

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