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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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)

sorry but with Rodion down i thought we might be in trouble....nonetheless we gained some valuable info....let us be away before they change their mind


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Grimm mutters: “All me ale money, gone.”

Follow Weed out. Maybe sheriff or someone knows about these people mentioned by skulk.

Can we make a knowledge check?


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)

Grimm....im not convinced that this Sheriff isnt somehow involved...we can rule anyone out....even the widow....best we keep this card close to our chest till we can figure out how to proceed


You can make knowledge local checks IF you have ranks in the skill.


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

Give Grimm 10 gp Here's my share Grimm, don't want to see what you're like without ale

know nature: 1d20 + 4 ⇒ (9) + 4 = 13


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Rodion gives Weed 10 gp to keep the balance.

He thinks: Know Local: 1d20 + 8 ⇒ (3) + 8 = 11


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)

well...we got a name....question is....what do we do with it....i imagine word of this will get back to this person in due time....we can go to the sheriff with this info...and gauge the reaction....


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

DM: Does Rodion know anything?

Otherwise in to sheriff unless Weed has another idea.


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)

do any of us have detect evil....sense motive...anything that would help us see where the sheriff sits on this....the archers that attacked me turned up conveniently so after we told the sheriff we would go check out the shop


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)

another option is for us to go to the carnival with this information....they asked us to find proof of who did this...this is proof in a manner of speaking...they didnt ask us to bring to justice the real killer...perhaps we share info with carnival....then send a message to the sheriff with this info and watch the office...and see if the message stirs the bee hive


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

“I can figure peoples motives as good as most.”


Rodion can't recall anyone with the names mentioned by the skulk.


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

If I rest, I can prepare different spells that could help grease the wheels of justice. Of course, there are always risks once the spell wears off or if it fails. Perhaps it is safer to ask around?

To Weed's point about the carnival: I am not sure they will count this as proof of who did it. The Gilded Hand certainly sounds suspicious. I just doubt this will get anyone off the carnival's back unless we can back it up. I agree that we don't know who to trust, anyone could be part of the Hand...


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)

agreed Rodion....im just thinking we would be safer at the carnival while we ask around....and maybe should share this info with them before we proceed...but im open to any ideas that anyone has


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Does Rodion know anything about the Hand? Is it strictly a local organization or does it span several cities? Regions?

Know Local: 1d20 + 8 ⇒ (5) + 8 = 13


Rodion has heard of a local thieving group operating in and around Belric, but is not sure if the rumors were about the Gilded Hand or not. He's never heard that name specifically mentioned before.


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Well then, Yes Weed, I think the carnival is the safest bet. They are least likely to be infiltrated by the Hand


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Head to carnival.

perception: 1d20 + 7 ⇒ (13) + 7 = 20


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Back to carnival:

Perception: 1d20 + 8 ⇒ (14) + 8 = 22


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

Sweet carnival action!

perception: 1d20 + 6 ⇒ (10) + 6 = 16


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)

the carnival it is.....group heads back


The party makes its way back to the Carnival without incident only to find that midway has been shutdown and a chaotic scene is taking place as a group of angry townsfolk is being held at bay by what appears to be every available town deputy.

Phardaen Panotti (wearing a rich velvet green hat with a spectacular ostrich plume in it) is engaged in a heated discussion with Sheriff Feldane as Mistress Delisen stands nearby with a sad look on her face.

As the party approaches, Phardaen and Feldane stop their argument and both look accusingly at the party. Feldane speaks first-Just in time for you to explain your noticeable absence during this most recent murder! Maybe YOU would like to tell me where you were when Sister Esrelda was being made the second victim of the man-hating sphinx?

Phardaen splutters and spits before barking out venomously-There is no proof of our involvement and you know 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 looks about....then his eyes fall upon Grimm....i believe you can best explain Grimm....


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Grimm glares at Weed and grumbles to himself "Might forget to heal that one next time."

He gestures for Phardaen, Delisen and the Sheriff to join the group a bit apart from the mob and speaks quietly to them (don't want others to overhear).

"The sphinx had nothin' to do with Walder's murder. There's a conspiracy afoot, Borvius Monchello and the Gilded Hand are responsible. What's this about another murder?"


Delisen smiles in relief at Grimm's words, but the Sheriff just grimaces and says-You'd better have some amazing proof, because all the evidence points to the contrary. The beast slew Sister Esrelda of Erastil. She was our town's strongest cleric and was on her way to magically question the monster, but her body was found nearby with fatal wounds similar to those found on Walder's body.


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

“Me word’s all the proof ya need. An if I find Borvius I’ll be bringin you his damn head. Where be Sister Esrelda’s body?”


The sheriff sniffs at Grimm's words disdainfully-Your word is simply that-your word. A court will need more than that and so will I.

She directs you to Esrelda's body which is in the tent of the Sphinx.


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)

well shefiff...we do happen to have one of the skulks here at the carnival as our guest...perhaps you would like to do your job and question the skulk in our presence and verify our story... Weed reminds everyone of the wounded skulk they left with the carnival before setting out to the skulk village


The Sheriff looks sharply at Weed-Oh certainly..... I'll ask questions of some filth grubbing skulk; their word is beyond reproach. Certainly THAT will clear things up and look convincing in front of the magistrate.

I have a better idea, why don't you fools do your job, mind your business, and shut your word holes until such time you have something useful to share with me?

The sworn testimony of skulks and dwarven sell swords...idiots...

She looks Delisen, voice full of hostility-Once these fellows have sorted out whatever they plan to do next, I'll need to speak with Jherizhana. I may not have spells to sniff out the truth, but I've been doing this job long enough that I know a lie when I hear one.


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)

[b]interesting reaction grimm...can you or rodion glean anything...[b]


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Sheriff's gonna be useless, guess we're doin everythin ourselves.

SM: 1d20 + 9 ⇒ (9) + 9 = 18


Grimm gets a feeling that the Sheriff is under immense pressure to do something, especially with the second murder. The idea of her taking the word of a group of unknown adventurers or a skulk does really seem preposterous when you think more about it. You believe that she will take firm action if provided with any tangible evidence.


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)

Grimm....having frown up with a lot of questionable character....i sense that theres a thieves...perhaps assasins guild at play here....not sure if we should discuss the matter away from people with the sheriff....where theres noo pressure to put up appearances....but i find it hard to believe the sheriff has no idea or clue such a group operates....in these part without any knowledge of it to people...perhaps you can use your skills of eloquence to arrange a meeting away from other eyes...im still not convinced the sheriff isnt somehow a part of this


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

On sheriff,

Sense Motive: 1d20 + 3 ⇒ (20) + 3 = 23


Eterran feels that the Sheriff is being brutally honest. She is probably a lot more diplomatic when she is not under the stress of 2 unresolved murders and a large group of pissed townsfolk trying to break past her deputies and attack the Carnival folk. He does not get any sense of duplicity or guilt from her.


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

Weed, I'm as positive as I can be that the sheriff is not in on it. She is just between a rock and a hard place. She's counting on us to give her something besides the carnival to focus on. Our proof is pretty shaky though.


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....we dont have the proof but at least we know to stop looking at the direction of the carnival....how do we figure this out...do we capture the two skulks....do we set a trap for this guilded hand...instead of us looking...let them come to us....will the new murder reveal anything??


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

Go examine Esrelda's body.

perception: 1d20 + 7 ⇒ (11) + 7 = 18


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

I'm with Grimm, we need to go see if our cooler heads see something the constables missed.

Perception: 1d20 + 8 ⇒ (16) + 8 = 24


The party finds Esrelda's body in the Sphinx's tent wearing formal looking robes.

DC12 Religion:
The robes are those of a mid-level priest of Erastil, auburn bow and arrow sigils are woven in around the collar and hems.
There are wounds on her body, rent through the robes, that look like claw marks from a large animal-similar to those found on the body of Archivin Walder.

Rodion notices that there is a slender rope burn around her throat, indicative of strangulation by garrote or similar weapon.

The ground inside the tent is firm and there has been a lot of foot traffic, ruining any chance of making out distinct tracks.

DC 15 survival:
Despite the foot traffic, it is clear that no large, heavy feline body has been in this tent.
DC 20 survival:
There are recent humanoid tracks going north to the back of the tent, where some of the tent stakes have been pulled to permit egress.

Grimm finds 3 small glass vials with a thin remaining film of fluid inside.

DC 15 spellcraft:
The vials lack enough of their original contents to identify what they contained, but you know that they did contain alchemical materials of some nature, not true potions.

The Sphinx's cage door is unlocked, but it has been pushed closed.


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)

survival: 1d20 + 5 ⇒ (8) + 5 = 13

perception: 1d20 + 11 ⇒ (1) + 11 = 12


Dwarf Cleric 2 AC18/FF18/T10 HP:16 Init:+0 Melee: +3/1d8+2(x3) Ranged: +1
Spells:
0:Detect Magic, Light, Mend; Read Magic. 1st(3+D):Bless, Divine Favor, Comp Languages, Burning Hands
Saves:
Fort+5/Ref+0/Will+6(+5 v spells, SLA, +3 v poison)
channel:
1d6(5/day)
Skills:
ArmChk-6,App1,Blf1,Cli2,Dip7,Dis1,EA0,Fly0,Hel3,Intim1,K-arc5,K-his5,K-nat5 ,K-pla5,K-rel7,Per7,SM9,Stl0,Sur3,Swm0

“Vials.”

religion: 1d20 + 7 ⇒ (2) + 7 = 9

Survival: 1d20 + 3 ⇒ (4) + 3 = 7


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)

hahaha this adventure should be called
"marx bros and the tigers heart"


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Rodion takes a look around:

Know Religion: 1d20 + 9 ⇒ (5) + 9 = 14

She appears to be a priest of Esratil . . .

His attention is diverted by Grimm calling attention to the vials:

Spellcraft: 1d20 + 9 ⇒ (9) + 9 = 18

Grimm, I think these vials were alchemical in nature. Not potions

Survival: 1d20 ⇒ 17

And I am reasonably certain the sphinx hasn't been out of its cage recently, or it took a long time to clean up after the grisly murder...

Dice gods give and dice gods take away.


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)

lol


Aasimar Barbarian 2 AC17/FF15/T12 HP:25 Init:+2 Melee: +7/1d12+6(x3) Ranged: +4/1d8(x3)
Saves:
Fort+6 /Ref+2 /Will+1
Rage:
12rnds(+6class,+3con,+3trt)
Skills:
Acr+6, Cli+4, Hand+4, Int+6, K-nat+4, Per+6, Ride+2, Sur+6, Swm+4, Senmot+3

Survival: 1d20 + 6 ⇒ (13) + 6 = 19

-so close-


The party ponders the evidence they have found in the tent and decide to...


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)

well....Grimm...Eterran...Rodion....any ideas...perhaps we can meet with Delisen...see if shes has any suggestions


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)

barring that.....lets set out bait....like i said...let them come to us....a tavern is always a good place to start....but we will expect it...one or two of us go in....start making a fuss....throwing questions about....poke the bees nest so to speak...then the other two watch the tavern to see who if anyone makes a hasty exit with this development...and perhaps lead us to something...but we will expect retribution and be ready....but im up for any ideas...


AC 13; HP 11; INIT +8; PERCEPT +8
Spells:
0: 4/day; 1:3/day
Saves:
Fort +1 Ref +2 Will +3

Does Rodion know where he might find the Gilded Hand? Is the organization at all public?

Know Local: 1d20 + 8 ⇒ (2) + 8 = 10

Perhaps you are right, Weed. But I don't think we should draw too much attention to ourselves. Perhaps we can find this Borvius simply by asking about. If it draws out the Hand's violence, all the better. But maybe we will be able to find more evidence if we handle this more delicately.

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