GMF's Zeitgeist Campaign

Game Master Fanguar

Current Maps:
City of Flint

Current Combat Map

Date: 3nd day of summer


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HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

yes, good idea

Stealth, take ten, a total of 14


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

Nodding, Messer tried to sneak along too.

I, too, shall taken 10 for 14.


Bryn and Juliet's stealths are 7 and 10, respectively.

The party skulks through the deserted streets of the occupied town. Sticking to the alleys and shadows, you manage to avoid any attention as you make your way towards the inner harbour. Eventually the western harbour gate comes into view.

From the shelter of a nearby alley, you survey the situation. The gate is illuminated by a gas lamp, and though it stands open, you can see that a bored looking guard leaning against the stonework stands between you and your destination.


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Ducking back behind cover, Preach whispered to the other constables, "Seems we either need a distraction or a way to take him out silently."

Without thinking he'd drawn the twins, with a shake of his head he re-holstered them, quiet they were not!


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

Bryn estimates the distance to the guard, "If it's just the one, I can probably hit him with the blowgun and sleep poison".

What's the range for a clear shot?


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

Alexandra looks about on the ground a moment and picks up a good sized rock. ”There is always the ild tried and true way to distract someone. At least get them to go in a direction we want.” she mentioned to the others in a whispered tone from the shadows.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

"Either works for me. Drawing him away will be less noticeable than a sleeping guard, but putting someone to sleep with a poison dart is just so much cooler." Juliet's eyes glint in the shadows as she imagines the scene in her head, the action sequence playing out like one of Von Dammned's very best stage plays.

Juliet likes to think of herself as a woman of somewhat refined tastes, but truthfully, she like a good fight scene as much as the next bloke.


@Bryn: Like a 100 feet


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

"Both have risks, but I'm not suited for either," Messer added apologetically. His magic was very limited, sadly, and he didn't know a spell to deal with this anyway. It was something he was going to have to look into.


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Adam nodded at Alexandra's idea and asked Juliet, "That thing you did with Mathilde has got me thinking, if we where to throw a rock to distract the guard do you think Mathilde could lead him on a merry chase?"


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2
GM Fanguar wrote:
@Bryn: Like a 100 feet

Is there an opening that's closer? Say 40'-60'? Blowguns have a range increment of 20', so if we go with that plan, we'll have to sneak our way a bit closer first, if possible. Just checking before pushing the idea further in character.


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet smiles. "Mathilde could lead him on a chase, but only for 50 feet from me. We're tied together, like a watchdog and its post."

"She's not bound by our natural laws though, so she could move back through walls towards us. He'd be likely to keep going."


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

Well we need to do something, so let's go with Juliet's plan, but keep the blowdart as a plan b. And yes, the blowdart is cooler, but riskier


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Mathilde moves forward, putting her wispy, flickering self as close to the guard as possible, and as far from the party as she can 50 feet. Juliet nods, mouthing the word ready.

stealth if needed: 1d20 + 2 ⇒ (16) + 2 = 18


@Bryn: Not really, the gates have really long sight lines. Map

Juliet's phantom draws the guard's attention. He steps out a bit from from beneath the gate, weapon gripped tightly, and calls out, "Who goes there?"

@Juliet: Can you give me a quick refresher on what the Mathilde actually looks like. It's obviously ghostly right?


Matilde, N phantom1 | HP: 7/7 | AC: 14 corporeal (12 Tch, 12 Ff); 15 incorporeal (13 Tch, 12 Ff) | CMB: +2, CMD: 14 | F:+3 R:+2 W:+2 | Init: +2 | Perc: +0, SM: +0 | Speed 30 ft | Active conditions: | Juliet

Mathilde's toon here. I don't believe there's any rules for what exactly a phantom looks like, but I imagine she looks like a person, but with some obvious signs that she is not. She's faded in appearance, without any vibrant color, and if someone focuses, her features are wispy and blurred rather than defined. I think of her as looking similar to the alias here (which I'll be using when needing to post as Mathilde). She also moves silently, per the rules, and "cannot be heard with Perception checks if it doesn’t wish to be." In this case, she's trying to be noticed, but she'd wait to make any noise until she's in a position to quickly turn around a corner, or otherwise move quickly from view before her nature is sussed out, if possible.


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

Fair enough RE: ranges. @party - if we need the blow gun approach, Alexandra is probably the best one to stealth into range and take the shot. More for future reference...


Ok. I figured something along those lines. Looks like person from a distance, but up close definitely noticeable as a spook.

Ball's still in your court. The guard isn't just abandoning his post, but definitely realizes Mathilde isn't one of the Duchess' troops.


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

Alex looks to the others and not seeing much action she gives a shrug and then says quietly to Juliet, "Can you have Mathilde disappear, into a wall or just not be within sight when I say. We can mess with the guy if you can keep this up for a short bit and perhaps draw him closer for a bit of sleepy time"

If this can happen... proceed

The woman readies her rock to hit the wall opposite direction of the spirit, "Ready... now." She waits a moment for the spirit to disappear and throws the rock...


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Juliet nods and her face goes slightly slack, as if her concentration is elsewhere. Using link to communicate with Mathilde, to ask her to flee somewhere in range as Alex suggests.


Matilde, N phantom1 | HP: 7/7 | AC: 14 corporeal (12 Tch, 12 Ff); 15 incorporeal (13 Tch, 12 Ff) | CMB: +2, CMD: 14 | F:+3 R:+2 W:+2 | Init: +2 | Perc: +0, SM: +0 | Speed 30 ft | Active conditions: | Juliet

Mathilde's form flickers for just and instant, and the woman fades through the nearest wall, appearing again a few seconds later closer to the party and obscured from the guard's view.


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Preach fingers the hilts of his guns wishing he had someway to contribute quietly. Quietly wasn't in the twins nature did he though with a wry smile.


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

Messer watched, hopeful that they'd resolve this without violence, but the fingers of the iron hand gained and lost during the last war flexed as he hoped, showing his clear uncertainly of the situation.


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

Bryn moves with the rest of the group, directing folks to move as needed along the wall.

Tactic / Deployment to move past the guard for a burst of speed...


@Alex: Yup that can all totally happen. I'm just not totally clear in what you are trying to accomplish with the stone throw. For the sake of keeping us moving, you guys can just make a bluff check to try lure the guard away from his post.


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

Sorry. The point was distract/confuse/scare the guard. Perhaps he comes out more where we get a shot at him. He runs away scared. Strange things happen on this Island after all.

bluff: 1d20 ⇒ 7 well, that is not going to work. :(


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Not sure what to do here :< Maybe we need to bundle him?


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

bluff: 1d20 + 6 ⇒ (18) + 6 = 24

Bryn will assist the bluff... if that's Juliet or Alexandra...


It's a party action. I'm fine the person with the highest modifier making the roll. Bryn's roll is fine, so are you trying to lure him towards the party so you can get at him, or lure/scare him away so you can sneak past?


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

I'll let Alexandra answer that since she took the initial action...


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

Bryn's +6 to Alex's -1 in bluff... It was a team effort... take one for the team Bryn! And the fact you beat my roll of a technical 6 with your 24 And we can move this along. ;)

Looking to Juliet in a very hushed tone now, "And if Mathilde could make another appeearance, not from the same spot she was at... maybe we scare this guy... or get him far enough away so we can get through."


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

Nodding, Juliet goes slack again, her mouth moving silently as she carries on a conversation with her phantom.

OK, scaring commencing!


Matilda flickers, appears, disappears, slides through solid objects and otherwise does various spooky stuff. Thoroughly unnerved, the guard takes off with a panicky wail, bolting to the west towards one of the outer gates, where other of his fellows are surely on duty.

Taking advantage of distraction, the party hustles through the gate, moving towards the harbor proper. From the waterfront, you can easily get on top of the sea wall and make your way to the lighthouse.

Surveying the scene, you see that sea wall is lit with gas lamps evenly spaced every 60ft (sheds 20ft radius of light, so there are pockets of shadows between each pair). Also, unlike the part of the fortress you just passed through, you can see that this area is heavily guarded, with multiple rebels patrolling along the sea wall between you and the lighthouse.


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Preach nods with satisfaction as Mathilde does her thing. Under his breath he breathed, "Remarkable..." before ending in a sharp sigh as he noted the heavily guarded sea wall. Sneaking past seemed nigh impossible.

Scratching his chin, he thought furiously, "I don't fancy fighting my way through that lot. Either we'd need to bluff our way past or have one hell of a distraction."

Going to take a liberty here and pretend Alexandra mentioned swimming in character.
"Mmmmm" Preach grunted appreciatively when Alexandra mentioned swimming, "Did we get that wand of Monkey Fish in the end? Alternatively I wonder if we couldn't 'borrow' a small boat although I'm no sailor..."


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

"Boat won't work," Messer murmured, "We'd be seen too easily. We need to get to the lighthouse and drop the seagate, as I understand it. Once it's open the forces from outside can attack, right? That was the other officers mission. But once the seagate is opening there's no way these guys aren't going to notice, and we'll need to hold it until it either can't be re-raised or there's no point." He sighed. "I think we need a big distraction to move these guys, and keep them moved for a while."


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

A fire? Or a riot? Of course, we would need people for that last one.


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

"While possible, it would be difficult to cross that," she motions to partially lit walkway to the lighthouse, "Much ground unnoticed."

Alex continued in soft voice, "Swimming to the lighthouse, appeared to be another option. If we had more waterbreathing potions or scrolls even better as we would be underwater as well."


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

In the discussion thread we talked about getting a wand of Monkey Fish - did we get one in the end? It seems like we did...

Messer is particularly well prepared for swimming with:
Swim Fins (1 sp) - +10 to swim speed, reduces land speed to 5ft, 5 rounds to don or doff.
Diving Suit (10gp) - +1 Swim check, must be outer garmet and will be damaged to uselessness after several rounds of combat.
Compressed Air (50 gp) - 10


N female deva spiritualist 1 | HP: 7/13 | AC: 16 (12 Tch, 14 Ff) | CMB: +3, CMD: 15 | F:+3 (+2 vs. death, neg energy, necromancy spells/SAs) R:+2 W:+5 (+4 vs. mind-affecting w/shared consciousness) | Init: +4 | Perc: +9, SM: +7 | Speed 30 ft | Memory of Past Lifetimes: 3/3 | SPD: (1) 2/2 | Active conditions: shared consciousness | Phantom

I believe we did get the monkeyfish? As for approach, a slow swim out using monkeyfish could be good. Alternatively, can we use some of Preach's powder to set a fire/explosion?


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

Alsah thinks
Maybe we are overthinking this. Why not pretend to be the local forces. After all, they don't know we are here, and from the look of things, they aren't expecting an attack. We look like Risans because that's what we are.
She smiles
All we need is to find out how they greet each other, code words or such. They are a sizable force. They won't know each other by sight.


Magus/Rogue | HP 18/18 | AC: 18, T: 14, FF: 14 | Fort: +3, Ref: +8, Will: +4 | BAB: +0, CMB: +1, CMD: 15, | Init: +4 | Perception: +5 | Spell Pool: 4/4 |

"It's not impossible," Messer agreed, but with clear doubts. "A code phrase is most likely to be the biggest drawback, and we'll need to hide any guns. And my arm." It was a magic device, not a technological one, and frankly Messer didn't really under how the thing had come to be attached - but a metal arm looked like Danor tech.


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

Keep your cloak over it. And guns...well pistols are easy enough


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2

"We should grab the uniforms of one of the patrols first," suggests Bryn.


Yup,wimming is an option, or distraction, or sneaking, or bluffing. Lots of ways you can go here. You also should have 2 scrolls of silence that you can use in a pinch if you want to.


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Preach shrugged, "Alsah's right we are Risuri and they likely won't know everyone by sight. Uniforms would be helpful if we tried to bluff our way through and reason to go there. Perhaps a fake mission from their command - expanding patrols or some such. Then there's the small matter of getting the uniforms without killing anyone or raising a general alarm." He patted the hilts of his pistols, "These things are too noisy if we're trying to be subtle, at least out in the open unless one of you casts a spell from one of those silence scrolls on me. Actually that sounds like a viable approach, ambush them under the effect of a silence and knock them out pronto and nobody's the wiser at least for a while."


Half-Fey (Risuri) Investigator (Empiricist) Lvl 1 AC 15/13/12 / HP 12/12 / F+0, R+5, W+3 / Init. +3 / Perc. +6 (+7 vs traps) / Sense Motive +4

Alex looks to the others and in whispers, "We should avoid fighting if we can. The unpredictability of evens leaves to many outcomes to account for."

"We do not have a a lot of time. If we are going to stroll across and act like we belong, let us have our storey down the best we can before heading across. And whomever is best at speaking, should do so as well." the woman comments, "Do not get me wrong a would prefer a stealthier approach, another swim is not going to hurt us, but if we do this do it with some thought."


HP 26/26 AC 17 TAC 11 FAC 16 CMB 5 CMD 16 fort +2 ref +4 will +3 Initiative +5 Perception +5 War Master / Level 2
Adam 'Preacher' Buchannon wrote:
Preach shrugged, "Alsah's right we are Risuri and they likely won't know everyone by sight. Uniforms would be helpful if we tried to bluff our way through and reason to go there. Perhaps a fake mission from their command - expanding patrols or some such. Then there's the small matter of getting the uniforms without killing anyone or raising a general alarm." He patted the hilts of his pistols, "These things are too noisy if we're trying to be subtle, at least out in the open unless one of you casts a spell from one of those silence scrolls on me. Actually that sounds like a viable approach, ambush them under the effect of a silence and knock them out pronto and nobody's the wiser at least for a while."

"I was thinking the same. We can leave them tied up so that they are found in the morning, which will be long enough for us to finish our mission."


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

Then let's find some disguises. I have some scrolls of webbolt and sleep that will help


M Human Gunslinger 1 / Gun chemist 1 | HP 3 / 20 AC 17 T13 FF14 | CMB +4 CMD 13 | F +5 R +7 W +0 | init +3 |Tracker |
Skills:
Acrobatics +4 Bluff +7 Craft: Alch +8, Craft: Firearms +6, Intim +7, Kn: Arca +8, Kn: Eng +8, Kn: Local +7, Perc + 5, Sense Motive +1, Spellcraft +8, Survival +4

Preach nodded to Alsah, those scrolls sounded like they'd be very helpful.

After Alexandra spoke, Preach added "I'm not averse to a stealthy approach, however if we do decide to bluff our way in we need a story like Alexandra says. Assuming we're in guard uniforms my proposal would be we're performing a routine inspection. What do you think, could this work?"


HP 13/13 AC 13 TAC 12 FAC 11 CMB -1 CMD 13 fort +0 ref +1 will +5 Initiative +1 Perception +6 spellcraft +9t Current spells - none

so, we are looking for a patrol that we can ambush quickly and quietly. Or, alternatively, if we can find where some soldiers laundry is.

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