GM Deneve's The Fall of Plaguestone (PFS 2e) (Inactive)

Game Master redeux

Maps & Handouts

Hero points (Max.3): Deerslicer (2), Gamble (2), Elendyr(1), Simon (2), Leofric (1)


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Kunsheng:
The water is flowing from deep in the ground, more than likely something is seeping into the water supply and being carried through several places by an underground river

With nothing further to investigate you make your way back to Noala. You find the ranger burning a pair of mangy wolf bodies —stragglers that she caught trying to sneak out of the area.

"You're back," she says looking at your battered state. "Tell me, what did you find? Caught these two trying to run off a few minutes after you went in." She says gesturing at the burning wolves. These too, are albinos, yet runts compared to the vicious ones you encountered moments ago.


|SP 0/6|HP 4/8|RP 5/5|EAC 15; KAC 16|Fort +0; Ref +6; Will +3|Init +5|Perc +6, SM: +1 |Speed 30ft|Active conditions: None.

Kunsheng would want to bring all of the wolf bodies, as well as the militant thornbushes, for Noala to burn.


Human Runesmith 3 | HP 35/35 | AC 20 (23) | F +7 R +6 W +8 | Perc +6 | Stealth +1 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

"There seems to be some sort of corruption in the water inside a burrow under the large tree," Gamble says. "I do not know for certain, but I would wager it is what mutated the wolves and plants around the area."


|SP 0/6|HP 4/8|RP 5/5|EAC 15; KAC 16|Fort +0; Ref +6; Will +3|Init +5|Perc +6, SM: +1 |Speed 30ft|Active conditions: None.

Kunsheng holds up a finger. "The water in the burrow holds a--a physical agent, chemicals that alter what they do not kill. The other wolf corpse in the den had died from drinking the water. There is worse. The pool is fed by a spring, and I fear that the chemicals are in the--in my language, the hánshuǐ céng, the water beneath the ground. There will be other springs and pools. Noala, do you have a map? If we find more we can perhaps trace the flow and backtrack to its source."


Noala furrows her slim brows. "The water... that makes perfect sense! With the trees and the plants being affected, too, after all. There is another blight. Larger and older than this one. The only problem is that it will take at least one day's journey through unforgiving wilderness and quite frankly," she pauses to look at you bedraggled state, "you are in no shape to continue today."


Human Runesmith 3 | HP 35/35 | AC 20 (23) | F +7 R +6 W +8 | Perc +6 | Stealth +1 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

"I agree. We could definitely use a rest!" Gamble says with a smile. The large blood stains on his armor scattered acid burns in the leather belie his good spirits.

Envoy's Alliance

retired | f.k.a. "Valor Holysword" | human rogue (thief) minister of Sarenrae at the Sinan al-Razima chapel in Etran's Folly

Simon nods mutely.

Envoy's Alliance

retired | f.k.a. "Valor Holysword" | human rogue (thief) minister of Sarenrae at the Sinan al-Razima chapel in Etran's Folly

If we're resting for the night, I'm going to assume that Simon has enough opportunities to Treat Wounds on himself that he's full by morning.


Human Runesmith 3 | HP 35/35 | AC 20 (23) | F +7 R +6 W +8 | Perc +6 | Stealth +1 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

”Deerslicer, can you find us a—relatively—safe place for us to camp?” he asks the goblin woodsman.


"There's no need to camp. We can be back in Plaguestone for the evening if we get going." Noala says as she unhitches the horses.

The trip back to Etran's Folly is uneventful, except for the aches you feel while ridding the horses. They're well-behaved animals, alas, even their gentle jostling brings pain, not to mention the hurt of having to sit in the saddle if you are unused to it.

Just as Noala said, you arrive back to Etran's Folly in the evening to the familiar sound of people drinking at the Feedmill.

(You may all rest up, stock up on items at the Feedmill or RP with the inhabitants if you wish. Otherwise, we'll skip to the next morning and your trip to the next blight. I should mention that this will be a lengthy dungeon as this is the final dungeon of part 2)


|SP 0/6|HP 4/8|RP 5/5|EAC 15; KAC 16|Fort +0; Ref +6; Will +3|Init +5|Perc +6, SM: +1 |Speed 30ft|Active conditions: None.

"We all need healing, and likely more ammunition."

How much time do we have?


Human Runesmith 3 | HP 35/35 | AC 20 (23) | F +7 R +6 W +8 | Perc +6 | Stealth +1 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

"I'm going to hit the shops before they all close," Gamble says. "I'm in better shape than most of you thanks to Sinan and Valor. Meet up at the Feedmill?"

Really just flagging my intention to buy supplies.

Horizon Hunters

male goblin ranger 4 | HP 58/58, Hero Points: 1 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: None | Active Conditions: None
Gracie:
HP 40/40 | AC 19 | Fort +8; Ref +8; Will +7 | Perc: +7, low-light vision, scent (imprecise) 30 ft.

Deerslicer realizes that, despite the number of healers in this group, he's not sure he has complete faith in their ability to keep him - or Gracie - alive, so he buys a healing potion.

Envoy's Alliance

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retired | f.k.a. "Valor Holysword" | human rogue (thief) minister of Sarenrae at the Sinan al-Razima chapel in Etran's Folly

Simon watches Deerslicer buy healing potions and sharpens his rapier.

The two are not correlated.


You arrive home and as you reach the entrance, the smell of a delicious stew fills the air. Cooky serves each of you a bowl. "The twins went out hunting while you were out. It's rabbit with turnips. Lots of those around here."

Renovations at your current home continued while you were out for the day. Another wall fixed, another less dreary draft of air to deal with. You probably fall asleep quickly, tuckered by the fight with the plants and the wolves.


Human Runesmith 3 | HP 35/35 | AC 20 (23) | F +7 R +6 W +8 | Perc +6 | Stealth +1 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

"Rabbits, turnips, or both?" Gamble asks with amusement. He lays the healing potions out on a table. "In case Sinan has tapped all of his lady's blessings for the day or decides an elbow is an adequate poultice."

Deerslicer: I took your potion expense out of the party pool.


|SP 0/6|HP 4/8|RP 5/5|EAC 15; KAC 16|Fort +0; Ref +6; Will +3|Init +5|Perc +6, SM: +1 |Speed 30ft|Active conditions: None.

Before turning in, Kunsheng attempts to minister to his own wounds. Between his efforts and the rejuvenating power of a good night's sleep, he is fully healed in the morning.

Chirgeon's Craft check: 1d20 + 8 ⇒ (11) + 8 = 19

Restoring: 2d8 ⇒ (3, 8) = 11

"If anyone needs minor elixirs of life, I have one made now and can prepare two more before bed."


Cooky raises a slim eyebrow "Mostly turnips. Wildlife has been scarce around here." The meal is filling and perhaps welcome after your day.

The next morning you ride again past the Plaguestone and into the Etran's Folly's outskirts. Delma, being considerate and lending more credence to Noala's worries about the blight prepares some jerky for you all for the trip. She waves you off as you go. Sheriff Garley rolling his eyes as you leave.

The journey to the blight is long and challenging. It is deep in the forest and far to the north. "If you want to arrive before nightfall, we'll have to keep a quick pace. Eat fast and move fast."

Riding this way you cover ground as quickly as possible. Your body is sore from the saddle and your meals are hurried. Even with these measures you arrive to your destination with only an hour of daylight remaining.

(Camp for the night or push forward?)


|SP 0/6|HP 4/8|RP 5/5|EAC 15; KAC 16|Fort +0; Ref +6; Will +3|Init +5|Perc +6, SM: +1 |Speed 30ft|Active conditions: None.

Kunsheng grimaces as he climbs off of his borrowed horse, then goes through some slow stretches to loosen up. "We should camp tonight. It seems unwise to face the Blight when it's dark out."

Envoy's Alliance

retired | f.k.a. "Valor Holysword" | human rogue (thief) minister of Sarenrae at the Sinan al-Razima chapel in Etran's Folly

"Agreed. And we should keep an eye out for trouble."


You set up camp and decide on a watch. Noala volunteers the first watch. As you sit around the campfire before the start of her watch, she comes over and offers you a satchel. The satchel contains two dark, chocolate colored potions and two others that have a golden hue.

"You might have better use for these as you're heading into the blight. Got them from an alchemist over at Falcon's Hollow. Plaguestone doesn't have an alchemist, bunch of superstitious fools! The bitter ones, those are 'barkskin'. They toughen you up, but you're more susceptible to fire, so be careful. The other two are (lesser) healing potions."

"I'll be honest with you folks. You seem alright and not like that idiot Garley. We're about 20 minutes from the beginning of the blight. It's why things are still normal here. It didn't extend this far a couple of months ago, but it keeps on growing. Head north and you'll find the start of it. I've gone there, pretty much the same as what you saw in the previous blight, but if you head in deeper it gets worse. Haven't gone there. Too much for just one person to handle. I'm hoping you all have better luck with it."


Human Runesmith 3 | HP 35/35 | AC 20 (23) | F +7 R +6 W +8 | Perc +6 | Stealth +1 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

"Thank you for these, and thank you for the warnings," Gamble says as he finishes clearing a spot to lay his bedroll. "I suppose I'm in front as much as anyone. I'll take one of these. Deerslicer, you ought to take the other."

He removes his lute from his pack and begins to quietly pluck at the strings, trying to set a peaceful mood before the night begins.

Envoy's Alliance

retired | f.k.a. "Valor Holysword" | human rogue (thief) minister of Sarenrae at the Sinan al-Razima chapel in Etran's Folly

"Do you know any Varisian tunes?" requests Simon, before drifiting off to sleep. (unless he's first watch, of course)


The night passes by uneventfully.

Early the next morning, Noala bids you goodbye, several snares tied to her belt and backpack. "I'll be patrolling the perimeter and setting up these traps. I'll be back here in the evening. You lot be careful out there," she says pointing towards the north and the blight.

(Ready?)


Human Runesmith 3 | HP 35/35 | AC 20 (23) | F +7 R +6 W +8 | Perc +6 | Stealth +1 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Gamble gathers his gear, stows his staff and draws his bow. "Thank you. Watch your back," he replies.

(Ready as I'll ever be)

Envoy's Alliance

retired | f.k.a. "Valor Holysword" | human rogue (thief) minister of Sarenrae at the Sinan al-Razima chapel in Etran's Folly

Simon would like some time to pray.

"Got to start the morning right."

After that, he's ready to go.

Horizon Hunters

male goblin ranger 4 | HP 58/58, Hero Points: 1 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: None | Active Conditions: None
Gracie:
HP 40/40 | AC 19 | Fort +8; Ref +8; Will +7 | Perc: +7, low-light vision, scent (imprecise) 30 ft.

Deerslicer nods to Noala, scratching Gracie behind the ear. He heads out in the direction indicated, doing his best to avoid notice.


Human Runesmith 3 | HP 35/35 | AC 20 (23) | F +7 R +6 W +8 | Perc +6 | Stealth +1 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

That reminds me, I should update my exploration activity to Searching (Scouting if nobody is already doing that).


As you advance you discover the blight in this area resembles the blight surrounding the wolf den. The plants on the perimeter are sickly and dying with rotting trees and muted wildlife. Deeper in, the blight takes a sinister turn: all the plants have died; they are limp and rotten, and the air stinks with sweet decay. There are no birds or insects here, only the remains of creatures desperate enough to eat the poisonous plants. It takes just over 20 minutes to traverse between these two areas.

Finally, as you head further in you enter the third area, where smaller trees and plants seem to have returned to twisted life. Their leaves drip with an oily sap, their branches are gnarled yet strangely pliable, and their bark looks like scales. Many of these plants are covered in odd pustules that emit a faintly glowing light, and biting gnats swarm around them. Swatting these gnats causes them to burst into tiny flames that do no damage but emit a terrible smell.

(Survival check, please)

Envoy's Alliance

retired | f.k.a. "Valor Holysword" | human rogue (thief) minister of Sarenrae at the Sinan al-Razima chapel in Etran's Folly

Survival: 1d20 + 6 ⇒ (7) + 6 = 13

"These gnats ... ugh ... they remind me of the Mushfen. But somehow they took my worst childhood memories and made it worse."


Human Runesmith 3 | HP 35/35 | AC 20 (23) | F +7 R +6 W +8 | Perc +6 | Stealth +1 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

"I realize that I am stating the obvious, but this is not good," Gamble comments after swatting somewhere around the dozenth sulfurous gnat.

This is dependent on whether this is any "Everyone give me a survival check" (roll) vs. "Give me your pathfinder's survival check" (defer to Deerslicer), but there's no guarantee I'll be able to check anytime soon.

Survival:

Survival (T): 1d20 + 4 ⇒ (13) + 4 = 17


Gamble would notice faint humanoid boot tracks in the grass. Following them for the next 30 minutes takes you deeper into the heart of the blight.

Deeper into this massive aberration of nature, the plants take on unnatural shades, and their branches seem to shudder and quake at the sensation of something passing. Up ahead is a wall of thick brambles with some sort of thorny iris in the center.

(Map Updates, see Slide 2. Please place your tokens)


Human Runesmith 3 | HP 35/35 | AC 20 (23) | F +7 R +6 W +8 | Perc +6 | Stealth +1 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

"Do you think someone came before us?" he asks as they begin to follow the boot tracks. He stops short and reaches for his sword hilt. "What is that?"


NG Qadiran Male Cleric 2 | AC 19 | HP -4/24 | F: +6, R: +7, W +9;| Perc +7 | Focus: 0 | Hero Points: 0 | Spell DC: 17 | Active Conditions: Dying 1 |

Survival: 1d20 + 3 ⇒ (6) + 3 = 9

Sinan says little as the signs of blight become more apparent, except for the odd "Even the Dawn's light is absent this place." or some similar foreboding intonation. The mosquitoes and other biting flies in the area have done much to sour the priest's mood.

Iris as in eye or circular opening?

With a hushed prayer on his lips, Sinan draws his holy symbol from around his neck and rests his other hand on the pommel of the blade at his waist. He gestures towards the brambles and the motion of the plants. "See? This is why civilized peoples live in the desert."


|SP 0/6|HP 4/8|RP 5/5|EAC 15; KAC 16|Fort +0; Ref +6; Will +3|Init +5|Perc +6, SM: +1 |Speed 30ft|Active conditions: None.

Or iris as in the flower?

Survival check (trained): 1d20 + 5 ⇒ (12) + 5 = 17


NG Qadiran Male Cleric 2 | AC 19 | HP -4/24 | F: +6, R: +7, W +9;| Perc +7 | Focus: 0 | Hero Points: 0 | Spell DC: 17 | Active Conditions: Dying 1 |

Oh sure, think logically while I go full Dread Gazebo

Envoy's Alliance

retired | f.k.a. "Valor Holysword" | human rogue (thief) minister of Sarenrae at the Sinan al-Razima chapel in Etran's Folly

It could also be a woman named Iris!


|SP 0/6|HP 4/8|RP 5/5|EAC 15; KAC 16|Fort +0; Ref +6; Will +3|Init +5|Perc +6, SM: +1 |Speed 30ft|Active conditions: None.

It wasn't capitalized, but that might have been a typo.


(You guys are nuts. Think more like Sinan about things coming out kill you, though. The iris is like a entrance way made of hedges)

GM Screen:
Perception Deerslicer: 1d20 + 10 ⇒ (16) + 10 = 26
Perception Kunsheng: 1d20 + 5 ⇒ (15) + 5 = 20
Perception Gamble: 1d20 + 6 ⇒ (16) + 6 = 22
Perception Sinan: 1d20 + 7 ⇒ (8) + 7 = 15
Perception Simon: 1d20 + 8 ⇒ (5) + 8 = 13

Perception Vinelasher: 1d20 + 4 ⇒ (3) + 4 = 7
Stealth: 1d20 + 5 ⇒ (7) + 5 = 12
Recall Knowledge Nature: 1d20 + 6 ⇒ (1) + 6 = 7

Deerslicer:
You see three large, colorful plants that give you a bad feeling. You don't recognize them nor can recall anything about them as they're unnaturally twisted. (They're marked with X)

You all notice that the wildlife here is also alive. There are three bushes you can see with long vines that could tear you to pieces. (Xs are something only Deerslicer can see. The baddies are the ones with the colored squares. The green areas are difficult terrain this time.)

Initiative Tracker - ALL may act!
Round 1 - Active Conditions: None

Deerslicer
Gamble
Kunsheng
Sinan
Simon
Vine Lashers

Horizon Hunters

male goblin ranger 4 | HP 58/58, Hero Points: 1 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: None | Active Conditions: None
Gracie:
HP 40/40 | AC 19 | Fort +8; Ref +8; Will +7 | Perc: +7, low-light vision, scent (imprecise) 30 ft.

Deerslicer mumbles, "Some of these plants is weird." He points them out, identifying the ones with X's on them. "Probably good t' steer clear o' d'em. Maybe go around, 'stead o' down da path?" He and Gracie move through the difficult, unpleasantly overgrown terrain. Gracie seems particularly displeased, but advances ahead a bit as Deerslicer stands behind a log, peeking out toward the plants.

2x Stride (25 feet total in difficult terrain). Command Animal: 2x Stride (35 feet in difficult terrain)


(Forgot to mention, but all the colored box creatures are flat-footed to all of you and haven't detected you at all. Yet.)


Human Runesmith 3 | HP 35/35 | AC 20 (23) | F +7 R +6 W +8 | Perc +6 | Stealth +1 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

Gamble makes a series of strange gestures while canting, "Up the airy mountain, down the rushy glen we daren’t go a-hunting for fear of little men; wee folk, good folk, trooping all together; green jacket, red cap, and white owl’s feather!"

He summons a fiery sprite in the middle of the path.


Zombie Shambler | HP 20/20 | AC 12 | Weakness: Positive 5, Slashing 5

The sprite darts into the air and hovers. Then it flings fire off of its sword at the first of the strange creatures (green).

Fly (position 15 ft up), Strike

Luminous Strike: 1d20 + 8 ⇒ (19) + 8 = 27
Fire: 1d4 ⇒ 1

Envoy's Alliance

retired | f.k.a. "Valor Holysword" | human rogue (thief) minister of Sarenrae at the Sinan al-Razima chapel in Etran's Folly

Simon, remembering the last encounter, draws his dagger rather than his rapier. He moves up, and slashes at the vines.

Dagger: 1d20 + 9 ⇒ (1) + 9 = 10 vs FF?
Slashing, Surprise: 1d4 + 1 + 1d6 ⇒ (1) + 1 + (4) = 6

Horizon Hunters

male goblin ranger 4 | HP 58/58, Hero Points: 1 | AC 20 | Fort +10; Ref +11; Will +10 | Perc: +10 (+12 to seek target), darkvision | Exploration: Searching | Prey: None | Active Conditions: None
Gracie:
HP 40/40 | AC 19 | Fort +8; Ref +8; Will +7 | Perc: +7, low-light vision, scent (imprecise) 30 ft.

Deerslicer mutters to Gracie, "Longshanks always startin' fights wit' anyt'in d'ey can, when you could just sneak past 'em ..."


NG Qadiran Male Cleric 2 | AC 19 | HP -4/24 | F: +6, R: +7, W +9;| Perc +7 | Focus: 0 | Hero Points: 0 | Spell DC: 17 | Active Conditions: Dying 1 |

"Sneaking hasn't been much of my forte, my friend. Not since I was your height at least." Sinan replies as he stalks forward, drawing his blade and preparing to unleash the fire of the Dawnflower.

(Draw Weapon, Stride, Stride)


|SP 0/6|HP 4/8|RP 5/5|EAC 15; KAC 16|Fort +0; Ref +6; Will +3|Init +5|Perc +6, SM: +1 |Speed 30ft|Active conditions: None.

The Tien follows Deerslicer and Gracie, taking the long way round.


Deerslicer moves into position as Gamble's fae ally burns the vine lightly (2 fire damage), but unlike their previous experience with plants, this one seems to not burn so easily. Simon darts in and his dagger misses its target as the vine shakes and twists.

With everyone in position, the vines shudder...

Their roots rip out of the ground, dirt falling on the tall grass as from behind the iris you hear some commotion as the red and pinkish tinged vines use their large purple vine to drag themselves forward. As they get close to the colored flowers Deerslicer saw, the roots settle on the ground and their vines twist and spring out towards Sinan!

GM Screen:
Red Vine Lasher: 1d20 + 7 ⇒ (2) + 7 = 9
Pink Vine Lasher: 1d20 + 7 ⇒ (8) + 7 = 15
Green Vine Lasher: 1d20 + 7 ⇒ (11) + 7 = 18
Green Vine Lasher: 1d20 + 7 - 4 ⇒ (7) + 7 - 4 = 10
Red Vine Lasher Strike: 1d8 + 2 ⇒ (5) + 2 = 7
Pink Vine Lasher Strike: 1d8 + 2 ⇒ (2) + 2 = 4
Green Vine Lasher Strike: 1d8 + 2 ⇒ (4) + 2 = 6
Green Vine Lasher Strike vs Simon: 1d8 + 2 ⇒ (2) + 2 = 4

Both vines snake towards the priest only to strike against each other, tangling up momentarily and giving Sinan time to get away from their reach as the remaining green tinged vine whips its tendril at him from behind! Reflexes sharp, he too, parries the attack with his sword! Confounded, the green tinged vine strikes at Simon instead! Failing that, it pulls it's way towards the iris, clumps of dirt trailing behind it.

(Red and Pink Stride x2, Strike x1 each. Green Strike x2, Stride )

Initiative Tracker - ALL may act!
Round 1 - Active Conditions: None

Deerslicer
Gamble
Kunsheng
Sinan
Simon

Green Vine Lashers (-2 hp)
Red Vine Lashers
Pink Vine Lashers


NG Qadiran Male Cleric 2 | AC 19 | HP -4/24 | F: +6, R: +7, W +9;| Perc +7 | Focus: 0 | Hero Points: 0 | Spell DC: 17 | Active Conditions: Dying 1 |

Sinan grins a bit as his eyes fill with holy flame. "Burn." he commands as flame erupts in an arc from between his scimitar and holy symbol to engulf the creatures advancing on him. He then calls on his goddes to create a glowing shield in front of him... just in case.

pretty sure I can get all 3 (2 action cast burning hands, 1 action cast Shield)

Burning Hands DC17: 2d6 ⇒ (5, 1) = 6


Human Runesmith 3 | HP 35/35 | AC 20 (23) | F +7 R +6 W +8 | Perc +6 | Stealth +1 | 25 ft | Hero 1/3 | ◆ | ◇ | ↺ | Active Conditions: incredible initiative (+2)

"Keep at it, my fae friend!" Gamble calls out. "They're running away but be careful, they might be up to something. Keep your eyes sharp and blades ready!"

He draws and arrow and fires at what appears to be the closest plant-beast.

Cast (V) inspire courage, Sustain a Spell, Strike

Inspire Courage: +1 attack, damage, saves and DCs vs. fear effects

Shortbow, IC: 1d20 + 6 ⇒ (7) + 6 = 13
P, IC: 1d6 + 1 ⇒ (3) + 1 = 4

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