The Half-Dead City and other Twisted Tales (Inactive)

Game Master aptinuviel

The second book of the Mummy's Mask Adventure Path

The Archeological Discoveries, or loot.

Panic Level: 16


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Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

Almathea casts a Disrupt Undead spell at one of the creatures attacking Tunar.

ranged touch attack: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
damage: 1d6 + 1 ⇒ (4) + 1 = 5


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

So how do I track -133 Damage? Is Tunar super healed? :)
Claw Damage: 1d4 + 1 ⇒ (2) + 1 = 3 I hope you don't mind.

Initiative: 1d20 + 4 ⇒ (18) + 4 = 22

AoO: 1d20 + 7 ⇒ (15) + 7 = 22
Damage: 1d12 + 10 ⇒ (6) + 10 = 16
AoO 2: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d12 + 10 ⇒ (3) + 10 = 13

[ooc]Not sure if I need one as well, but in case.
Fort Save DC 12?: 1d20 + 7 ⇒ (10) + 7 = 17

Round 1, Initiative 22
Tunar yelps in slight annoyance. After smacking with his lucerene hammer, Tunar drops it and draws his Greatsword. "What ARE these things?" Tunar's frustration boils over and he lets his adrenaline sure while swinging at the one which hit him. Raging!
Greatsword: 1d20 + 10 ⇒ (11) + 10 = 21
Damage: 2d6 + 13 ⇒ (4, 3) + 13 = 20


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Heeding his ally's advice, Setesh moves forward into a flanking position, drawing his silver mace as he does so, and takes a swing.

MW Alchemical Silver Heavy Mace: 1d20 + 7 + 2 ⇒ (19) + 7 + 2 = 28, for 1d8 + 6 + 2d6 ⇒ (8) + 6 + (5, 2) = 21 damage.

Hopefully, that should make a dent ;-)


Under your furious assault and the holy light of Nevai, the undead wilt and are torn asunder.

The shrine features a bas-relief of Nethys rising out of an artistic representation of the Maelstrom behind him. The altar has been defaced, but so long ago that the impact of the desecration has lost much of its shock value. The two fonts were probably once used to create holy water. A few ceremonial religious tools, including a silver chalice, a silver ritual knife, and a tithing box, are scattered across the floor. All are slightly damaged and dented. The wooden cabinet, which once held these items, is undamaged and empty.

The knife can be used as a silver dagger but with the broken condition.

Appraise DC 20:
The chalice is worth 50gp.

This is the middle room on the eastern side of the building on the map.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Nevai took out his healing wand and tended the wounded while the others looked around.

Tunar, heal up to full. Setesh, are you really at 2 hp?


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Take 10 on Appraise.

Erei nods to the chalice. That's probably worth taking. 50 or so gold pieces.


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Shall we keep searching?


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

"Yes, I think that we have found all there is in here. Let's go on to the next rooms."


So, where are you headed now?


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Thanks Nevai.
Tunar sheaths his sword and picks his hammer back up, staring at the crumbled corpses with nothing short of malice. He looks like he is about to spit on one, before thinking better and deciding better manners are in order.
"Good to know Erei, good to know. Let's finish this side of the temple since we are over."
Tunar begins making his way towards the doorway.
South? Finish the remaining Eastern side (assuming I'm remembering things correctly.


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Lead the way, i´ll follow.

Leto knocks an arrow, proceeding after Tunar.


The southern area of this large space contains a long stone table, two benches, and two wooden hutches. Just visible behind a partition wall to the north is a kitchen with tables, cabinets, and a stove in the corner. Around a corner to the south stands a stone enclosure with a rounded top and a hatch set in the front.

The hutches contain stoneware plates and other tableware, while the kitchen cabinets hold a variety of metal cooking utensils and flatware. The stone enclosure in the corner is an indoor granary whose contents long ago turned to dust.

Appraise DC 20:
The cooking utensils and flatware might be worth a few silver to a collector, but are otherwise worthless.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Appraise: 1d20 + 8 ⇒ (18) + 8 = 26.

Setesh wrinkles his nose in disappointment.

"This stuff is basically worthless. Let's keep moving..."


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

"Yes, usually not much of interest to find in a kitchen. Onward to the next room of interest."


You've now explored everything on this floor beside what lies beyond the trapped hallway. Assuming you go that way I'll need a disable roll. Though if you're searching around on this floor any more, just let me know where (such as what rooms, specifically) and make some perception rolls.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

I'm good moving on to the trapped hallway area.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Stopping only to gain the Guidance of Horus, Setesh takes a crack at disabling the trap.

Disable Device, Guidance: 1d20 + 10 + 1 ⇒ (16) + 10 + 1 = 27.


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

"Setesh..." Tunar begins with passing conversation. "How does one learn to disable devices such as that, or locks for instance? What made you learn?"
He keeps his distance for the process itself, his curiosity only going so far.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Setesh shrugs modestly.

"Well, when I was sent out into the world on 'sabbatical' by my father, I was interested in the past... discovering that which has been lost, both in terms of knowledge, and treasures. Unfortunately, an awful lot of that sort of stuff is kept in abandoned temples, tombs, and other ruins, which are consequently unconscionably locked and trapped... so I picked up a fair bit of 'on the job' training, as it were. I have found that mental discipline helps, the challenge of the lock or device enabling me to achieve a trance-like state that allows me to focus beyond the simple physicality of the problem, to see the underlying truth of the reality that it embodies."


You disarm the hidden wall scythe trap rather easily. You notice that you could reset it, but the mechanical operation of it is rather difficult. The door on the far side of the corridor is easily opened.

This octagonal chamber beyond is empty save for a large metal chest against the eastern wall. A series of hieroglyphs are inscribed on the wall above it. Stone doors are set in northern wall opposite of the doors you enter through.

Ancient Osiriani:
The righteous and the holy have no need of staff, rod, or ring. Place your faith in the Good Magister and walk without fear.

Knowledge (religion) DC 12, if translated:
The “Good Magister” refers to the Sanctum’s high priest and refers to that person’s control of magic, not his righteousness.

Knowledge (religion) DC 25:
The crypts below the Sanctum were probably restricted, but acolytes, lesser priests, traveling clerics, and special visitors were allowed entry if escorted by the high priest. Before descending into the crypts, however, they were expected to leave their magic items in the chest in this room, which they were assured was safe behind several locked doors and traps.

The chest is empty.

Survival DC 15:
There is a single set of bloody boot prints going south. It seems rather recent.

Survival DC 19:
There are tracks of multiple people heading north through this area. They seem quite recent.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Quite suspicious, Setesh thoroughly searches the room.

Perception 'Take 20' = 32.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Kn. Religion: 1d20 + 5 ⇒ (8) + 5 = 13

Survival: 1d20 + 5 ⇒ (12) + 5 = 17

Nevai translated the inscription and explained what he knew about the "Good Magister". Go ahead and read the DC 12 entry.

"Something bloody came through here recently," Nevai said, noting the tracks. "Was it living, or a new form of undead though..."


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Tunar stares at Setesh his mouth slightly dropping at the detailed explanation, nodding his head, not fully understanding all of the words.
"Yes... well. Uh, thank you for the explanation, that mostly made sense, about the on the job training. The rest of it... I think I sort of see what you mean. Not really actually, but if that trance like state helps you do what you do, then by all means continue on."

Tunar looks down as well. Survival: 1d20 + 7 ⇒ (10) + 7 = 17
Nodding his head in agreement with Nevai. "Could be someone who needs help, perhaps they were attacked. That or something else..."


Note that the tracks are headed south, which is the way you came in.


You find nothing else in the room, no traps, and nothing hidden. The other door is locked.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

"Anyone who was attacked here, had no business being here."

Thea waits by the door for someone to unlock it.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

After making sure that the door is not trapped, Setesh calmly attempts to open it.

Disable Device 'Take 20' = 30.


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Tunar shrugs, almost dropping his hammer on accident, which was resting across his left shoulder.
"That's probably true. I can't imagine why anyone would willingly come crawling through these dusty old tombs. Well, besides us."


You easily open the door. There are stairs leading downward. After a thorough search you find no traps.

The stairs open up into a small room. A stone bench sits against the eastern wall of this octagonal chamber. Black tiles line the floor, walls, and ceiling. A short passage to the south ends at a gate of bronze bars. Through the gate you can see another chamber to the south. Two statues stand on the south wall beyond. Tall and appearing of the same stone as the walls of the room, they both bear the half-white, half-black masks prevalent throughout the temple.

Knowledge (religion) DC 10:
The statues are obviously depictions of Nethys.

Survival DC 20:
There is no dust here or sand from the storm. However you detect faint bloody footprints between the gate and the stairs.

The gate is locked, though you think you can easily open it.

Perception DC 25:
There appear to be hidden springs in the gate so that it will close automatically.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Survival: 1d20 + 5 ⇒ (10) + 5 = 15

Perception: 1d20 + 5 ⇒ (9) + 5 = 14

Nevai waited patiently for the master locksmith to open the way.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Knowledge(Religion): 1d20 + 3 ⇒ (13) + 3 = 16.

"Unsurprisingly, those are statues of Nethys."

Survival: 1d20 + 1 ⇒ (2) + 1 = 3.

Perception: 1d20 + 12 ⇒ (14) + 12 = 26.

"There are hidden springs in the gate, which will cause it to close automatically..."

Setesh then gives the room a quick once-over...

Perception 'Take 10' = 22.

...before carefully searching the door.

Perception 'Take 20' = 32.


There are no traps on the gate.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

With a shrug, Setesh waits for the Guidance of Horus, before attempting to disable the gate.

Disable Device, Guidance : 1d20 + 10 + 1 ⇒ (14) + 10 + 1 = 25.


You manage to not only get the lock open, but you think you could stop it from closing automatically if you wish as well. It won't take another disable roll. You can just decide either way.


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

I think *not* having a door that automatically closes behind us, if we suddenly need to flee, is a good idea...

Setesh disable the locking mechanism, and then props the door open, ushering everyone into the next room.


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Survival: 1d20 + 7 ⇒ (12) + 7 = 19
Tunar takes a swig of ale to calm his jumpy nerves. Nodding in appreciation to Setes he shuffles through the gate quickly, his hammer at the ready.


This room, like the last is tiled with white and black tiles. There are stone double doors to the left and right. You hear a loud crack like breaking stone as Tunar and Setesh enter the room. The two statues both turn towards the newcomers and tap their staves on the ground.

Spellcraft DC 18:
Both of the statues cast Haste.

Initiative: 1d20 + 2 ⇒ (19) + 2 = 21

They both turn towards your group and stand ready to attack.


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Initiative: 1d20 ⇒ 7


Seelah HP 19/19 | AC 18 (20 with shield raised) | F 6 R 4 W 6 | Longsword +7 1d8+4 | Athletics +7 | Diplomacy +5 | Intimidation +5 | Lore +3 | Medicine +4 | Religion +4 | Survival +4 | Thievery +2

Initiative: 1d20 + 8 ⇒ (2) + 8 = 10

Now the statues attack us? This place gets better by the minute!

Leto shoots the nearest of the statues.

FoA: 1d20 + 9 ⇒ (6) + 9 = 151d8 + 5 ⇒ (5) + 5 = 10

FoA: 1d20 + 9 ⇒ (7) + 9 = 161d8 + 5 ⇒ (8) + 5 = 13


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Initiative: 1d20 + 3 ⇒ (3) + 3 = 6.


As per usual, Almathea may have an action in the 'surprise' round. Also, Knowledge (arcana) is appropriate.


Female | HP: 14/23 | AC:13 / FF: 10 / Touch: 13 | Fort:+ 1 / Reflex: +4 / Will: +6 | Init: +6 / Per: +12 Elf Wizard / 5

initiative : 1d20 + 6 ⇒ (3) + 6 = 9
knowledge aracana: 1d20 + 12 ⇒ (10) + 12 = 22
spellcraft: 1d20 + 11 ⇒ (20) + 11 = 31

Surprise Round
Init 9

"Be careful everyone. These things are constructs. Also, they have cast the Haste spell on themselves so they will be rather quick."

Thea will cast Grease right underneath the construct on the right.

Round 1
Init 9

Thea tosses more acid at the same one.

ranged touch: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
damaged: 1d3 + 1 ⇒ (2) + 1 = 3


Almathea:
These constructs are Graven Guardian. While mindless they are quite powerful. They are difficult to damage with regular weapons and their staves are especially deadly. They will not attack those wearing the symbol of Nethys, however.

Reflex Save: 1d20 + 7 ⇒ (19) + 7 = 26

Round 1: Initiative 21

The construct in the grease shuffles forward out of the area and now stands before Setesh.

Acrobatics: 1d20 + 2 ⇒ (9) + 2 = 11

The other moves forward and attacks Tunar. Tunar you have an attack of opportunity on both constructs.

Attack: 1d20 + 11 ⇒ (8) + 11 = 19 Damage: 1d6 + 5 ⇒ (6) + 5 = 11


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Feeling somewhat threatened, Setesh downs his mutagen.

+4 Strength, +2 Natural Armor.


Aasimar Bard 5, HP 38/38, AC 17 [T: 13, FF: 15], Per +10, F: +4/R: +7/W: +5, Init +4

Initiatve: 1d20 + 4 ⇒ (4) + 4 = 8

Knowledge (Arcana): 1d20 + 4 ⇒ (13) + 4 = 17

Round 1

Erei will attempt to stand behind the front line and stab at the most damaged construct.

Longspear: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d8 + 1 ⇒ (2) + 1 = 3

Active Effects: Flagbearer


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Round 1, Initiative 7

Nevai moved up beside Tunar and slashed with his khopesh.

Mwk Khopesh: 1d20 + 7 + 1 ⇒ (11) + 7 + 1 = 19, Damage: 1d8 + 3 + 1 ⇒ (7) + 3 + 1 = 11


Male Human Barbarian (Invulnerable Rager) 3 | HP: = -10/35 | Rage: 0/11 Rounds | DR 1/- (2/- vs Nonlethal)
Common Stats:
AC: 18, T: 12, FF: 16; F: +7 (+9 vs Hot Weather), R: +4, W: +3 (+5 vs Fear); CMD 19, CMB +7; Init: +4 ; Perc:+7

Initiative: 1d20 + 4 ⇒ (9) + 4 = 13
AoO on Mine: 1d20 + 6 + 1 ⇒ (4) + 6 + 1 = 11
AoO on Setesh's: 1d20 + 6 + 1 ⇒ (7) + 6 + 1 = 14
Damage 1: 1d12 + 10 ⇒ (12) + 10 = 22
Damage 2: 1d12 + 10 ⇒ (8) + 10 = 18
Round 1, Initiative 13
Tunar drops his hammer and draws his sword as he lets his adrenaline spike in response to the blow and begins swinging away without much ado. Rage!
Greatsword: 1d20 + 9 + 1 ⇒ (11) + 9 + 1 = 21
Damage: 2d6 + 12 + 1 ⇒ (1, 1) + 12 + 1 = 15
AC is 16/10/14


Nevai and Erei's attacks both miss the surprisingly well constructed statues. Tunar's flurry misses, but once he pulls out his large sword he connects and slams into the creature.

Initiative (Leto): 1d20 + 8 ⇒ (2) + 8 = 10

FoA: 1d20 + 10 ⇒ (20) + 10 = 30 Damage: 1d8 + 6 ⇒ (5) + 6 = 11
FoA (crit confirm): 1d20 + 10 ⇒ (15) + 10 = 25 Crit Damage: 2d8 + 12 ⇒ (1, 1) + 12 = 14
FoA: 1d20 + 10 ⇒ (10) + 10 = 20

Leto's first arrow slams into one of the statues while the other shatters off of it.

Round 2: Initiative 21

Bah, not paying attention. The above attacks from the constructs happen at the top of Round 2. They cast on round 1.

Initiative 10

Leto fires off another two arrows.
FoA: 1d20 + 10 ⇒ (18) + 10 = 28 Damage: 1d8 + 6 ⇒ (6) + 6 = 12
FoA: 1d20 + 10 ⇒ (10) + 10 = 20


Male Human (Garundi) Cleric 5 | 38/38 | Fort +6, Ref +2, Will +9 (+1 vs. Divine) | AC 18, T 10, FF 18, CMD 16 | Perc. +8 | Init +0

Round 2, Initiative 7

"Get behind him Tunar and I'll distract it," Nevai called out as he stepped around the side of one of the constructs.

Mwk Khopesh w/flank: 1d20 + 7 + 1 + 2 ⇒ (8) + 7 + 1 + 2 = 18, Damage: 1d8 + 3 + 1 ⇒ (3) + 3 + 1 = 7


Male Half-Elf Alchemist (Beastmorph/Vivisectionist) 4 (HP 31/31) (AC 21/11/20) (CMD 18) (Fort +6, Ref +5, Will +2) (Init +3) (Perception +13)

Setesh starts working his way around to a flanking position.

Claw: 1d20 + 8 ⇒ (7) + 8 = 15, for 1d6 + 6 ⇒ (4) + 6 = 10 damage.
Claw: 1d20 + 8 ⇒ (4) + 8 = 12, for 1d6 + 6 ⇒ (5) + 6 = 11 damage.
Bite: 1d20 + 8 ⇒ (19) + 8 = 27, for 1d8 + 6 ⇒ (5) + 6 = 11 damage.

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