Heroes of Lastwall (Inactive)

Game Master Tilnar

The epic tale of the characters who answered the call of young Lord Kalthun, the would-be heroes who seek to deal with the growing orcish threat -- to win back some of the land that has been lost, and inspire others to take up the fight.

Link to Campaign Wiki
Link to Loot Page
Link to Roll20 Map


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Silver Crusade

Male Celestial Cleric of Myself 10/Radiant Servant of Me 10

Are there spellcasting services in this town? And are we familiar with the “Freedom Town” the guide referred to?


M Human 5 [ HP 4/40 | AC 20 Tch12 FF 16 | Fort +6 Ref +6 Will +6 | CMD 15 | Init +2 | Perc +12, | Hero Points: 1 | Effects: none

Whoops, druids don't get access to Gentle Repose, so Sandy cannot take it.

HP: 1d4 + 4 ⇒ (2) + 4 = 6


Female Elf Ranger (guide, trapper) 5 | 56/56 HP | AC 19 T 13 FF 16 | Fort +6 Ref +8 Will +4 | Initiative +3 | Perception +11 (+13 vs. traps) | Ranger's Focus 0/2

I could've sworn I saw a post about who's rooming with whom, but now I can't find it.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

There aren't -- calling Rustknoll a town is remarkably charitable.

As to Freedom Town, it may have come up on the past, beyond that it's knowledge geo and/or local.


Male Human Witch (Cartomancer) 5 [HP 39/39 | AC 12 (16 with mage armor), t 12, ff 10 (14) | CMD 13 | Init +2, Perception +1 | Fort +3 Ref +3 Will +3]

Is there a way to see on the loot page which items are still in need of identification? I'm happy to run a bunch of Spellcraft checks, now at +12.


Woot! Nice bonus!
Yeah I need to update. But I'm a little busy.

just got home form work (again) had to type up list of items to get rid of (INventory control and tagged items, I swear) cuz O have 1 week to get rid of ALL this crud backstage before my first big summer musical/show moves in. And right now I can't fit them in the door! :P

And,... apparently I'm having a 'follow up' meeting about that little 'meeting' I had with my new boss last week.

Yeah,.. it'll be,... fine. or not. Either way. I'm having a drink(s) after! :P


Re-rolling HP for altered class.

HP: 4 + 1d4 ⇒ 4 + (3) = 7


Costin Vasile wrote:
Is there a way to see on the loot page which items are still in need of identification? I'm happy to run a bunch of Spellcraft checks, now at +12.

I shaded the items that we only know are magical. If we identified something, the spell name or correct item name was used.


Looty talk:

Folks might want to look at the loot list to see if there's something on there they want. We have some darkleaf and horn armor, a spell component pouch (never bad to have a spare), scrollcases. There are a couple of scrolls usable only by druid/ranger types and a wand only good for a wizzie. +1 chain shirt. MW skinning knives for skill checks. A bunch of javelins and pilum for people who might not have ranged weapons handy. Barding for a wolf-sized creature (can Kruss use?). Bows, in case people didn't buy them. A mithral shirt (Sahar already had one). MW sickle and MW composite longbow. +1 arrows - Sahar wouldn't mind some of those but will certainly share. That +1 composite longbow STR+2 is pretty sweet. MW Orc Hornbows STR+3 pack a punch, but they're exotic. +1 lamellar armor.

Alchemical stuff: Sahar would like one thunderstone to replace the one we used. We should decide who is carrying tanglefoot bags, alc fire, acid, and the like. It's always handy to have one in your pocket even in melee.

I wanted to add a "Quest Item" entry to the disposition field to show that we need to keep it, but I don't know how to update that list in Google Sheets. Blush.

Sahar would like to destroy the unholy symbols and unholy water.


Looty talk continued: :)

Sounds good!

master Merlan would like to claim any (not all, but most) of the alchemical items that dont get claimed/used by others. (Take what you want! He will take the rest.)

He has a lil familiar whose one true joy is dropping things on unpleasant persons from great height. :)

Armor would be great for Merlan, who CAN actually wear it, BUT then he's got that pesky spell failure chance. No thx. I guess it's Mage Armor for the win! ;P

Now that I think about it,... if Kruss can't wear it, will the 'wolf' barding fit Tiny? :D

Merlan MIGHT take a bow, he prefers his 'wizard staff' obviously, but lets face it, in a ranged fight a bow is a lot easier to reload than a sling. :P

Oh Oh! Can we 'destroy' the UNholy water & symbols with 'experiments'?
I'm pretty sure I can write an entire post on the ways to destroy unholy symbols/water with various magical/alchemical experimentation! ;P


I don't see that a riding dog has even light armor proficiency, and this is medium armor. So I don't think Tiny can use it.


LOL,
I never knew that animals HAD to have 'Armor Proficiency'! ;P


Let's just say I learn a heck of a lot from trying to buy and equip items on HeroLab. Ignorance was bliss.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Kruss is small, not medium, so no ... Until he experiences his size upgrade.

But, yes, there are non-metal armours in the mix, I think Fi was yoinking the Hornbow, but that leaves both the magic and masterwork composites.

Merlan, on the other hand, would need to eat his wheaties and grow into a real boy to use any of this gear - unless I'm mistaken the only thing sized for a small in the whole lot of what you found is the mystery knife. (Edit: I suppose he could hope to have someone cast Recalibrate Object at Firrine for him, though)

However, yes, reloading a bow is a free instead of move action for the sling. Of course, feats could fix that.

You can certainly befoul the unholy water to make it unusable if you'd like - but that would preclude getting a bounty for it. (Plus, there's the issue of playing with unholy water in the town whispering about dark rituals with cats...)


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060
Ragadolf wrote:

LOL,

I never knew that animals HAD to have 'Armor Proficiency'! ;P

As someone who's often Rangered, they do. Cavalier mounts get it for free.

I will also say, in terms of feat efficiency, AP (Light) beats the unholy crap out of Improved Natural Armour.


D'oh. Forgot about the bounty. The bounty items should be locked in the box in Rickan's basement so they don't get mysteriously redeployed before we can claim the bounty.


Eloen Tamlyranth wrote:
I could've sworn I saw a post about who's rooming with whom, but now I can't find it.

This one, or was there an earlier one?


Female Elf Ranger (guide, trapper) 5 | 56/56 HP | AC 19 T 13 FF 16 | Fort +6 Ref +8 Will +4 | Initiative +3 | Perception +11 (+13 vs. traps) | Ranger's Focus 0/2

That's the one. I don't really know Xia so I wasn't sure what to expect.


This was our first night in the rooms, so we were winging it.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

I'd appreciate if people could list the changes here when they level - it helps me keep track.

Something Simple like:

Evil Gamemaster 24:
- Attribute Boost: +1 Int
- +1 BAB, Will, Fort
- +1 Villain Point (13/15)
- Increased HP: +17 (6 + 1d6 ⇒ 2 + 9)
- +8 Skill Points: Perception, Sense Motive, Diplomacy, Bluff, Plotting, Scheming, Knowledge (Nasty Tricks), Perform (Storytelling)
- FC -> +1 to probability manipulation
- New Class Ability: Greater Deviously Subtle Foreshadowing
- New Spells: Rewrite Reality, Greater; Quash Others' Wish


Why do those stats make me fear more than anything in the monster manual???
O_o


Female Elf Ranger (guide, trapper) 5 | 56/56 HP | AC 19 T 13 FF 16 | Fort +6 Ref +8 Will +4 | Initiative +3 | Perception +11 (+13 vs. traps) | Ranger's Focus 0/2
Ragadolf wrote:

Why do those stats make me fear more than anything in the monster manual???

O_o

ALL SHALL LOVE ME, AND DESPAIR

-DM's mantra


Yeah, I'm going to update,... soon,... ;P

(Sorry)


M Human 5 [ HP 4/40 | AC 20 Tch12 FF 16 | Fort +6 Ref +6 Will +6 | CMD 15 | Init +2 | Perc +12, | Hero Points: 1 | Effects: none

OK, how's this...not sure if I got everything or if there are other modifiers I've missed. I don't think there's any bonuses for my familiar/companion

Druid 3:
- Attribute Boost: +1 Wis (to 18)
- +1 BAB, Ref
- +1 Hero Point (4/4)
- Increased HP: +7 (4 + 1d4 + 1)
- +6 Skill Points: [4+1(fc)+1(human)] Perception, Survival, Disable Device, Stealth, Knowledge (nature), Heal
- FC -> +1 skill point
- New Class Ability: Trackless Step (Ex)
Starting at 3rd level, a druid leaves no trail in natural surroundings and cannot be tracked. She may choose to leave a trail if so desired.
- New Spells: 2 2nd Level


Sahar Wasem
+1 Level Warpriest 4
+1 to WIS 17
HP: +8 (4 + 1d4 (3) + 1)
+1 to BAB +3, Fort +5, Will +8
+1 Hero Point (2)
Special: +1 to blessings, fervor (to 5/day@).
New Class Ability: Warpriest CPE 1d6, 2/day, DC 15 (Su).
Spells: CL 4, Conc +9, +2 Lvl2 spells
+5 Skill points: Diplomacy +4, Heal +9, Knowledge(religion) +7, Perception +5, Sense Motive +7; Background : Handle Animal +7, Knowledge (History) +4.


Moar looty talk, i.e., Decisions, Decisions

OK, there's a +1 chain shirt in the loot. If I take that, I improve my AC by 1, but my ACP also increases by 1, hurting Acrobatics, Ride, and Stealth, and my load increases to medium. What to do, what to do? Also, does anyone else want the +1 chain shirt? If so, that makes my decision for me. :)

There's also a +1 composite longbow STR+2. I am at STR +1, which is perfect for my mwk comp shortbow STR+1. If I get the +1 comp longbow, my attack decreases to +5, but damage increases 1 die + 1 magical damage. I also can't use the longbow from horseback, so I'd carry that and use it on foot, leaving the shortbow in its saddle sheath. Is this a 'why not both?' situation? Also, does anyone else want the +1 comp longbow STR+2?

From the misc items, I'd like:
* Some of the +1 arrows (not sure who else wants some of these)
* 1 thunderstone
* 1 @ alc fire & acid flask
* Oaken scroll case and the scroll of aid (happy to carry any other party scrolls I can use, like the cures.)
* 1 of the 3 cold iron daggers
* Brass lamp + 1 flask oil
* Rabbit's foot
* 1 bone whistle (Can Sharisa hear this? If so, I'll train her to come when she hears it.)
* Either MW or cold iron javelin
* 1-2 pilum
* Eagle feather quill
* Oilskin cloak for when moisture stupidly falls from the sky. What a strange place this is.

Random thoughts:
Shield cloak would be good for a casty type or someone who can't normally bear a shield.

I think casters should hold on to tanglefoot bags so they can tie up enemies that charge the back line.

Any martial types should consider a pilum. If you haven't looked at these before, they are shield-breakers - hit with one at a short distance, then the enemy loses shield bonus when you close for melee.

Nobody can identify the mysterious 'magical backpack'? *cries*

The small Moon Blade might be of interest to a small character.

There's a scroll of lead blades: hunter, occultist, ranger only.
There's a scroll of flame blade: druid, hunter, shaman only.
There's a +1 suit of lamellar armor (bone/shells). Can our druid use that?


Eloen Tamlyranth wrote:
Ragadolf wrote:

Why do those stats make me fear more than anything in the monster manual???

O_o

ALL SHALL LOVE ME, AND DESPAIR

-DM's mantra

Tilnar might be fine with just the despair part. :P


2 people marked this as a favorite.
Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060
Treppa wrote:
Eloen Tamlyranth wrote:
Ragadolf wrote:

Why do those stats make me fear more than anything in the monster manual???

O_o

ALL SHALL LOVE ME, AND DESPAIR

-DM's mantra

Tilnar might be fine with just the despair part. :P

No, no, I need for there to be little bubbles of hope I can keep popping.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060
Treppa wrote:

Sahar Wasem

+1 Level Warpriest 4
+1 to WIS 17
HP: +8 (4 + 1d4 (3) + 1)
+1 to BAB +3, Fort +5, Will +8
+1 Hero Point (2)
Special: +1 to blessings, fervor (to 5/day@).
New Class Ability: Warpriest CPE 1d6, 2/day, DC 15 (Su).
Spells: CL 4, Conc +9, +2 Lvl2 spells
+5 Skill points: Diplomacy +4, Heal +9, Knowledge(religion) +7, Perception +5, Sense Motive +7; Background : Handle Animal +7, Knowledge (History) +4.

Not to criticize, but, um Sacred Weapon kicks in at 4? I mean, in case you missed it.


Tilnar wrote:
Treppa wrote:

Sahar Wasem

+1 Level Warpriest 4
+1 to WIS 17
HP: +8 (4 + 1d4 (3) + 1)
+1 to BAB +3, Fort +5, Will +8
+1 Hero Point (2)
Special: +1 to blessings, fervor (to 5/day@).
New Class Ability: Warpriest CPE 1d6, 2/day, DC 15 (Su).
Spells: CL 4, Conc +9, +2 Lvl2 spells
+5 Skill points: Diplomacy +4, Heal +9, Knowledge(religion) +7, Perception +5, Sense Motive +7; Background : Handle Animal +7, Knowledge (History) +4.
Not to criticize, but, um Sacred Weapon kicks in at 4? I mean, in case you missed it.

I did miss it. I leveled up a while ago and put this together looking at the old L3 printout and the new L4. Surprised if that's all I missed! It'll be easier going to L5 and keeping track of this during leveling. Sorry 'bout that!


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Loot stuff:

Point of order: Composite bows (even long ones) can be fired from horseback. Unless I'm misinterpreting: "You can use a composite longbow while mounted." ;)

The bone/shell lamellar is non-metal (druid-friendly) -- in uses the same stats as Horn would.


PRD wrote:
Longbow: At almost 5 feet in height, a longbow is made up of one solid piece of carefully curved wood. You need two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted.

That's what I'm going from.

Buh whu?? You can use composite while mounted????

INSANITY. But that's what the PRD says. Holy cow.


It is established canon in ALL fantasy, (Real-life be vershugina'd)
That ELVES can fire ANY bow of ANY length from ANYwhere. Period.

(EDIT- AND also if your name includes the words 'Robin' or 'Hood')
;P

(Have you not watched Legolas in ANY of the Lord of the Rings/Hobbit films?!?)
;)

Annnnd, sorry for my delay. Getting my head wrapped around my new reality at work.
ALSO trying to get through this finals week AND get ALL I need to do done to start doing major shows next weekend!

Yeah, I MAY have gotten a TAD relaxed during Covid-shutdown of shows. :P Time to get back to work! ;)

I will try to update Merlan soon. Like tonight after church. :)

(Also probably going to take wife out today for early Mother's Day, since I will be working next weekend, AND wife will be driving back and forth to escort daughter to her summer job in Huntsville, AL (Space Camp!) So, later tonight at earliest.) :)


Female Elf Ranger (guide, trapper) 5 | 56/56 HP | AC 19 T 13 FF 16 | Fort +6 Ref +8 Will +4 | Initiative +3 | Perception +11 (+13 vs. traps) | Ranger's Focus 0/2

Sooo I've done real-life mounted archery and it is totally possible (in the real world) to use a longbow from horseback. I've watched my instructor do it. :)

Also, trying to get second COVID shot today. Might be down with the sickness for a few days.

Silver Crusade

Male Celestial Cleric of Myself 10/Radiant Servant of Me 10

Hopefully I capture everything, I leveled up Costin a while ago when the GM first said to, and I don't always save that history.

Costin

Witch 4
- Attribute Boost: +1 Int
- +1 BAB, Fort
- +1 Hero Point (2/4)
- HP: +8 (1d3 + 3 + 2 + 1 ⇒ 2 + 6)
- +7 Skill Points: Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Planes), Knowledge (Nature), Spellcraft, Bluff, Intimidate, Background: Linguistics, Lore (Cartomancy)
- New Hex: Cackle
- Save DC of Hexes increased by 2 to a DC of 16 (1 for level, 1 for Int boost)
- New Spells in familiar: Mirror Image (Patron spell), glitterdust, cure moderate wounds.
- Spells/Day: +1 1st level, +1 2nd level


M Human 5 [ HP 4/40 | AC 20 Tch12 FF 16 | Fort +6 Ref +6 Will +6 | CMD 15 | Init +2 | Perc +12, | Hero Points: 1 | Effects: none

Regarding loot, Sandy currently has some masterwork lamellar armour. Kruss has none, but has a great dex.

Sandy probably should have some sort of ranged weapon other than his sling, but not sure how often it'll be used.

Sandy's mainly going for loads of really small attacks, with claws. Still not sure if this is really viable or useful for the group as a whole.


Man, druids don't really have the best ranged options: thrown dagger, dart, thrown shortspear, sling. And sling is the only weapon with decent range. Fortunately, you get spells that help out the limited weapon selection, like magic stone (and magic fang and shillelagh for melee). You also get thorn javelin, which gives you a magical javelin and makes you proficient with it, even though you don't have javelin proficiency? Must be magic. ;)

I guess you'd have to burn a feat to get proficiency with a bow, which could be painful.


Female Elf Ranger (guide, trapper) 5 | 56/56 HP | AC 19 T 13 FF 16 | Fort +6 Ref +8 Will +4 | Initiative +3 | Perception +11 (+13 vs. traps) | Ranger's Focus 0/2

I'm in a different game with a high-level druid and I have, like, no offensive options. I can't hit the AC of enemies with my mediocre BAB and a Strength bonus that can't compare to a frontliner's. Everything we fight is a construct or undead or extraplanar and is immune to fire and lighting, so none of my damage-causing spells are useful. In a few fights I've literally been relegated to just stabbing with a spear and hoping for a natural 20.


Luckily, we have six in the game. I think that gives more room for experimentation with builds. The last druid I played was a 5th or 6th PC and was kind of a utility character - terrain, summoning, buffing, healing.

Silver Crusade

Male Celestial Cleric of Myself 10/Radiant Servant of Me 10

I always got a lot of mileage out of spells like call lightning and entangle. And if you start wild shaping, weapons don’t really matter anymore.


Female Elf Ranger (guide, trapper) 5 | 56/56 HP | AC 19 T 13 FF 16 | Fort +6 Ref +8 Will +4 | Initiative +3 | Perception +11 (+13 vs. traps) | Ranger's Focus 0/2

Call lightning is useless when the enemies are immune to electricity, entangle is useless when every encounter takes place in a space with no natural plants, and wild shape is useless when you can't turn into creatures.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

I always found that a few buffs (and an amulet of mighty fists) makes for a nasty wildshaped Dire Tiger or Dinosaur. Sure, each attack is a little less likely to hit, but you can have a bunch of 'em (with pounce!). [A +1 Holy AoMF can be super-fun against undead and outsiders, for instance. ]

The thing I don't like about wildshaping is that your most powerful forms are all str-based -- which means you can't really go dex-based -- which is sad because natural weapons are finesseable (making an agile AoMF potentially full of win).

I will say that, as a druid, the ability to summon elementals isn't a bad option, since you can pick the elemental type (and, plus, the "new" elementals are available to be selected). Other than that, though, Metamagic Rod of elemental spell, I guess.

Silver Crusade

Male Celestial Cleric of Myself 10/Radiant Servant of Me 10
Eloen Tamlyranth wrote:
Call lightning is useless when the enemies are immune to electricity, entangle is useless when every encounter takes place in a space with no natural plants, and wild shape is useless when you can't turn into creatures.

That sounds like an unfortunate mismatch between the character and the campaign. It almost sounds like the encounters were designed to thwart the druid.


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060
Celestial Healer wrote:
Eloen Tamlyranth wrote:
Call lightning is useless when the enemies are immune to electricity, entangle is useless when every encounter takes place in a space with no natural plants, and wild shape is useless when you can't turn into creatures.
That sounds like an unfortunate mismatch between the character and the campaign. It almost sounds like the encounters were designed to thwart the druid.

That too -- you'd think the GM would have warned you about that, or suggested a variant and/or archetype to avoid that.


Female Elf Ranger (guide, trapper) 5 | 56/56 HP | AC 19 T 13 FF 16 | Fort +6 Ref +8 Will +4 | Initiative +3 | Perception +11 (+13 vs. traps) | Ranger's Focus 0/2

It's the Skull & Shackles AP as written. At the endgame it seems like every encounter is golems or outsiders. I'm also in a weird spot because I'm playing a mermaid druid (I thought a mermaid would be a fun character for a pirate game), but I took the skinshaper archetype so that I could have legs for the land-based stuff, and that means I have no useful combat wildshaping.


F Human Samurai 5 [ HP 57/60 (0 NL) | AC 22¹ Tch 15¹ FF 19 | Fort +6 Ref +5 Will +3 | CMD 21¹ | Init +3 | Perc +9, low-light vision, scent⁵ | Challenge: 1/2 | Resolve: 3/3 | Hero Points: 1 | Stamina: 8/9 | Effects: shield of faith +2, scabbard of vigor +1 (6/10) ]

Huh. I ran a druid through S&S and had a blast... and felt extremely effective in combat. Different experiences, I guess!


Female Elf Ranger (guide, trapper) 5 | 56/56 HP | AC 19 T 13 FF 16 | Fort +6 Ref +8 Will +4 | Initiative +3 | Perception +11 (+13 vs. traps) | Ranger's Focus 0/2

Well, we recently did the fight against Harrigan's team, which had tons of outsiders, and then we went on to assaulting the Hurricane King, which means fighting the cannon golem. The main thing with the golem is using water spells to stop it from using its cannon, but the team's sorcerer had that covered, so the melee fighters wiped it out pretty quick. We'll see what happens next.


F Human Samurai 5 [ HP 57/60 (0 NL) | AC 22¹ Tch 15¹ FF 19 | Fort +6 Ref +5 Will +3 | CMD 21¹ | Init +3 | Perc +9, low-light vision, scent⁵ | Challenge: 1/2 | Resolve: 3/3 | Hero Points: 1 | Stamina: 8/9 | Effects: shield of faith +2, scabbard of vigor +1 (6/10) ]

Audit bled over into this week... I'm still wrestling with it, but managed to get all leveled up! Diff follows.

Diff:

Change (Total)
------------------------
+1 Con (14)
+12 HP (47)
+5 skill points (19)
+2 background skill points (8)
+1 to Survival to provide food and water for his allies or to protect his allies from harsh weather (+7)
+1 Hero Point (2)
+1 BAB (+4)
+2 Fort (+6)
+1 Challenge (2/day)
Challenge: +1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target (total of +2)
Intercept: He gains Bodyguard as a bonus feat, even if he does not meet the prerequisite. In addition, whenever the yojimbo uses the aid another action to increase an ally’s Armor Class, the bonus to Armor Class from the aid another action increases by 1.

DM, did Lani leave her gear/potions? I seem to recall something about that, but can't go look for it at the moment.


1 person marked this as a favorite.

I forgot you were a yojimbo. Happy birthday!


Lastwall Heroes - Current Date: Toilday, 31 Desnus, 4711 AR | Shadowrun - Current Date: Saturday, March 13, 2060

Lani left what was on the mount - which includes her backpack. So only what was in a pouch went with her (though that would probably include most of her potions).

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