DM Brainiac’s Strength of Thousands Table 2 (Inactive)

Game Master Brainiac

Map of Magaambya
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CN male grippli rogue 6 HP 60/66 | AC 23 | F +10 R +14 W +14 | Perc +14 | Stealth +14 Speed 25 ft | focus 2/2| Hero 1 | Active Conditions:

"Let's kick down the door and tell them that their leader is dead!" Pilzip doesn't seem content to wait. "I'd rather not fight them, and it seems like they're already scared. I bet we can chase them out."


Male Human Magus 6 | AC 23 | HP 46/67| Fort +12, Ref +14, Will +10 | Perception +8 | Focus Points 1/2 |
Spell Slots:
Magus: 2nd - 2/2 , 3rd - 2/2; Wizard: 1st: 1/1, 2nd: 1/1

"We didn't fight the leader yet - that Serpentfolk we fought also talked about Salathiss, and he was impersonating Magistrate-Mayor Thuba, not Asanda. This Salathiss is still out there. We could offer them the chance to leave alive, though."


CG | Male Half-Elf (Alijae) Bard 6 (Maestro) | HP: 68/68; | AC: 22 | F: +12; R: +13; W: +10 | Perception +10 | Hero Points: 1/1 | Exploration:

Doh, for some reason I thought his name was Asanda Thuba *facepalm*

Ubasu blinks at Patizamo and then realizes the magus is right. "My bad. Hrm, let's proceed to clear out this place then. Is everyone in fighting shape? I'm a little low on magic, but I got enough left in me to go on."


Once you are ready, Baldrek kicks open the door! Aromas of sandalwood and mildew mingle in this long room. A wide bed fills the eastern end of the room beneath a high window overlooking the canal. Scattered papers and notes cover a desk that stands against the west wall. A large journal with metal bindings and a metal lock sits atop the papers.

Two serpentfolk sit on the bed, but they jump up as soon as they realize you have intruded!

Initiative:
Baldrek: 1d20 + 13 ⇒ (11) + 13 = 24
Mokhasi: 1d20 + 10 ⇒ (14) + 10 = 24
Patizamo: 1d20 + 7 ⇒ (19) + 7 = 26
Pilzip: 1d20 + 13 ⇒ (8) + 13 = 21
Ubasu: 1d20 + 9 ⇒ (2) + 9 = 11
Enemies: 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21

Baldrek, Mokhasi, and Patizamo may act first!


Male N human fighter 3 | HP: 13/20 | AC: 17 (12 Tch, 15 Fl) | CMB: +7*, CMD: 17* | F: +5, R: +3, W: +1* | Init: +4 | Perc: +2, SM +3 | Speed 30 ft. |
Abilities:
Hit Dice 2/2 | Martial Focus 1/1 | Stamina 4/4
| Active conditions: none.

Baldrek reaches the closest enemy as fast as he can before stabbing them.

Strike: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 2d10 + 4 ⇒ (5, 8) + 4 = 17

Strike: 1d20 + 12 ⇒ (18) + 12 = 30
Damage: 2d10 + 4 ⇒ (4, 5) + 4 = 13

Would like to stay within 5ft of the enemy

The Exchange

Male Elf Male NG elven (oread) conjurer 6 | HP: 60/60 | AC: 20, F: +10, R: +12, W: +13 | Perc: +11, darkvision, low light vision | Speed 30 ft. | Active conditions: None

Mokhasi snaps his fingers, and assists Patizamo with his next, action, and summons a number of rocks onto the two serpentfolk.

Guidance on Patizamo then scatter scree.

Scatter Scree DC 22 Reflex: 3d4 + 4 ⇒ (2, 4, 3) + 4 = 13


Male Human Magus 6 | AC 23 | HP 46/67| Fort +12, Ref +14, Will +10 | Perception +8 | Focus Points 1/2 |
Spell Slots:
Magus: 2nd - 2/2 , 3rd - 2/2; Wizard: 1st: 1/1, 2nd: 1/1

Patizamo moves forward to get behind the serpentfolk Baldrek is attacking and strikes from flank, weaving Spell into his blade.

Spellstrike with Gouging Claw

Spellstrike vs flat-footed: 1d20 + 15 ⇒ (8) + 15 = 23
Damage: 2d6 + 1 ⇒ (1, 1) + 1 = 3
Gouging Claw: 3d6 + 3 ⇒ (1, 6, 4) + 3 = 14


Reflex vs Scree: 1d20 + 16 ⇒ (17) + 16 = 331d20 + 16 ⇒ (20) + 16 = 36

The serpentfolk prove to be quite nimble, completely dodging Mokhasi's scree! The elf's guidance helps Patizamo strike his target, though, the magus slicing into a foe with a claw-enhanced blade. Baldrek moves in to stab the same enemy twice.

The wounded serpentfolk speaks a quick spell to raise a shield in front of himself, then conjures a burst of liquid poison around it! The serpentfolk themselves seem immune to the poison.

Venom Pool: 4d6 ⇒ (5, 6, 3, 5) = 19

The other one also raises a shield, then risks an attack of opportunity from Baldrek as he conjures an acid arrow to strike the fighter. It proves to be for naught, though, as Baldrek dodges the arrow!

Acid Arrow: 1d20 + 17 ⇒ (4) + 17 = 21

Baldrek and Patizamo take 19 poison damage (DC 25 basic Fortitude save). On a critical failure, creatures also take 1d6 persistent poison damage. They will have to attempt this save each round that they begin their turn within 10 feet of the serpentfolk.

Enemy Status:
S1 -47


CN male grippli rogue 6 HP 60/66 | AC 23 | F +10 R +14 W +14 | Perc +14 | Stealth +14 Speed 25 ft | focus 2/2| Hero 1 | Active Conditions:

Pilzip recalls what he knows about serpentfolk, hoping to find a weak spot.

Recall Knowledge (Serpentfolk Lore): 1d20 + 12 ⇒ (20) + 12 = 32

I'll target the wounded one. It will be flat-footed to my attacks for 1 minute.

Keeping his distance from the poison, the grippli unleashes a bolt of cold.
ray of frost: 1d20 + 12 ⇒ (8) + 12 = 20 for cold: 3d4 + 4 ⇒ (2, 3, 3) + 4 = 12 and sneak: 2d6 ⇒ (3, 5) = 8


Male N human fighter 3 | HP: 13/20 | AC: 17 (12 Tch, 15 Fl) | CMB: +7*, CMD: 17* | F: +5, R: +3, W: +1* | Init: +4 | Perc: +2, SM +3 | Speed 30 ft. |
Abilities:
Hit Dice 2/2 | Martial Focus 1/1 | Stamina 4/4
| Active conditions: none.

Fortitude: 1d20 + 13 ⇒ (15) + 13 = 28

AOO: 1d20 + 17 ⇒ (13) + 17 = 30
Damage: 2d10 + 4 ⇒ (4, 8) + 4 = 16

Baldrek doesn't waste the opportunity the enemy presented and soon follows up with three more stabs.

Focusing the wounded one, if possible. Can even use Lunge for a 15ft. range.

Strike: 1d20 + 17 ⇒ (7) + 17 = 24
Damage: 2d10 + 4 ⇒ (6, 6) + 4 = 16

Strike: 1d20 + 12 ⇒ (3) + 12 = 15
Damage: 2d10 + 4 ⇒ (6, 10) + 4 = 20

Strike: 1d20 + 7 ⇒ (20) + 7 = 27 Moving the target towards the others, keeping in melee range for more AOOs
Damage: 2d10 + 4 ⇒ (10, 1) + 4 = 15


Male Human Magus 6 | AC 23 | HP 46/67| Fort +12, Ref +14, Will +10 | Perception +8 | Focus Points 1/2 |
Spell Slots:
Magus: 2nd - 2/2 , 3rd - 2/2; Wizard: 1st: 1/1, 2nd: 1/1

Fort: 1d20 + 12 ⇒ (11) + 12 = 23

Patizamo coughs from the poison fog cloud, but keeps up his focus on the wounded serpentfolk. He conjures his own shield in front of him, then captures some of that magic into his weapon so he can continue battling the creature.

Action 1: Cast Shield, AC is 24. Action 2: Arcane Cascade (bonus Force damage, +10 ft move speed). Action 3: Strike.

Attack vs flat-footed: 1d20 + 15 ⇒ (11) + 15 = 26
Damage, Arcane Cascade: 2d6 + 1 + 3 ⇒ (6, 2) + 1 + 3 = 12


CG | Male Half-Elf (Alijae) Bard 6 (Maestro) | HP: 68/68; | AC: 22 | F: +12; R: +13; W: +10 | Perception +10 | Hero Points: 1/1 | Exploration:

Actions 1+2+3) Inspire Courage & Inspiring Defense using Harmonize - everyone gets a +1 status bonus to attack, damage, saves and AC

Ubasu counters the chaotic sounds of battle with a deep hum. The Alijae also draws mystical symbols and runes in the air, mixing magic and song to protect his companions.

The Exchange

Male Elf Male NG elven (oread) conjurer 6 | HP: 60/60 | AC: 20, F: +10, R: +12, W: +13 | Perc: +11, darkvision, low light vision | Speed 30 ft. | Active conditions: None

Mokhasi notices how they evaded his rocks, and switches to a puff of fire which he throws at the most wounded one. He then inspires Baldrek with the power of the spirits.

produce flame, inspire courage: 1d20 + 12 + 1 ⇒ (9) + 12 + 1 = 22
produce flame damage, inspire courage: 3d4 + 4 + 1 ⇒ (2, 2, 3) + 4 + 1 = 12

Guidance on Baldrek


Pilzip's ray of frost narrowly misses his intended target, as does Mokhasi's flame! Patizamo lands a force-enhanced strike, then Baldrek finishes off the wounded serpentfolk with a normal stab and a brutal critical hit!

The venom pool continues to afflict Baldrek and Patizamo as the remaining serpentfolk sinks its fangs into Baldrek's arm!

Venom Pool: 4d6 ⇒ (2, 4, 3, 4) = 13
Fangs: 1d20 + 16 ⇒ (3) + 16 = 191d20 + 11 ⇒ (14) + 11 = 251d20 + 6 ⇒ (13) + 6 = 19
Damage: 2d8 + 4 ⇒ (3, 4) + 4 = 11

Baldrek and Patizamo take 13 poison damage (DC 25 basic Fortitude save). On a critical failure, creatures also take 1d6 persistent poison damage. Baldrek then takes 11 piercing damage and must attempt a DC 23 Fortitude save against Serpentfolk Venom.

Serpentfolk Venom:
Saving Throw DC 23 Fortitude; Maximum Duration 6 rounds; Stage 1 1d4 poison damage and enfeebled 1 (1 round); Stage 2 2d4 poison damage and enfeebled 1 (1 round)


CN male grippli rogue 6 HP 60/66 | AC 23 | F +10 R +14 W +14 | Perc +14 | Stealth +14 Speed 25 ft | focus 2/2| Hero 1 | Active Conditions:

Pilzip looks for weak spots in the remaining defender, then attacks with a spell.

Recall Knowledge (Serpentfolk Lore): 1d20 + 12 ⇒ (19) + 12 = 31

ray of frost: 1d20 + 12 ⇒ (2) + 12 = 14 for cold: 3d4 + 4 ⇒ (1, 1, 2) + 4 = 8 and sneak: 2d6 ⇒ (4, 5) = 9


Male Human Magus 6 | AC 23 | HP 46/67| Fort +12, Ref +14, Will +10 | Perception +8 | Focus Points 1/2 |
Spell Slots:
Magus: 2nd - 2/2 , 3rd - 2/2; Wizard: 1st: 1/1, 2nd: 1/1

Fortitude, Inspire Defense: 1d20 + 12 + 1 ⇒ (11) + 12 + 1 = 24

Patizamo focused, then teleported into a flank with Baldrek on the other serpentfolk and hopefully out of the poison cloud. He then struck with his sword at the serpentfolk's flank before conjuring a shield of force and preparing to try and parry aside any spells that came his way.

Action 1: Dimensional Assault. Action 2: Cast shield. Action 3: Spell Parry.

Strike vs flat-footed, Inspire Courage: 1d20 + 15 + 1 ⇒ (4) + 15 + 1 = 20
Damage, Arcane Cascade, Inspire Courage: 2d6 + 1 + 3 + 1 ⇒ (1, 5) + 1 + 3 + 1 = 11

AC is 24 (25 vs spells from Spell Parry), and can take the shield block reaction. I have a +1 circumstance bonus to saving throws vs spells from Spell Parry (stacks with Inspire Defense, if Ubasu uses it again).


CG | Male Half-Elf (Alijae) Bard 6 (Maestro) | HP: 68/68; | AC: 22 | F: +12; R: +13; W: +10 | Perception +10 | Hero Points: 1/1 | Exploration:

"Cease your resistance! This ends now!", Ubasu exclaims with more than a hint of anger as the serpentfolk continues its efforts to maim Patizamo. Telekinetically, Ubasu picks up fallen weaponry and launches it at the serpentfolk.

Action 1) Inspire Courage | Actions 2+3) Telekinetic Projectile
Strike: 1d20 + 13 ⇒ (20) + 13 = 33
Damage: 3d6 + 5 ⇒ (1, 4, 5) + 5 = 15

The Exchange

Male Elf Male NG elven (oread) conjurer 6 | HP: 60/60 | AC: 20, F: +10, R: +12, W: +13 | Perc: +11, darkvision, low light vision | Speed 30 ft. | Active conditions: None

The serpentfolk proved very tough and evasive, so he guides himself before trying more fire.

Guidance on Mokhasi

produce flame, inspire courage, guidance: 1d20 + 12 + 1 + 1 ⇒ (14) + 12 + 1 + 1 = 28
produce flame damage, inspire courage: 3d4 + 4 + 1 ⇒ (4, 1, 4) + 4 + 1 = 14


Male N human fighter 3 | HP: 13/20 | AC: 17 (12 Tch, 15 Fl) | CMB: +7*, CMD: 17* | F: +5, R: +3, W: +1* | Init: +4 | Perc: +2, SM +3 | Speed 30 ft. |
Abilities:
Hit Dice 2/2 | Martial Focus 1/1 | Stamina 4/4
| Active conditions: none.

Fortitude: 1d20 + 13 ⇒ (9) + 13 = 22
Fortitude: 1d20 + 13 ⇒ (4) + 13 = 17 Poison: 1d4 ⇒ 3

Baldrek feels the poison coursing his veins as he keeps striking the enemies, moving around to escape the poisonous cloud.

Strike, enfeebled: 1d20 + 17 - 1 ⇒ (17) + 17 - 1 = 33
Damage, enfeebled: 2d10 + 4 - 1 ⇒ (6, 5) + 4 - 1 = 14

Strike, enfeebled: 1d20 + 12 - 1 ⇒ (6) + 12 - 1 = 17
Damage, enfeebled: 2d10 + 4 - 1 ⇒ (3, 3) + 4 - 1 = 9


The serpentfolk takes powerful blows from Ubasu's projectile and Baldrek's polearm. Mokhasi burns it with fire as well. Though badly injured, the reptilian humanoid continues to attack, biting Baldrek twice more!

Fangs: 1d20 + 16 ⇒ (10) + 16 = 261d20 + 11 ⇒ (18) + 11 = 29
Damage: 2d8 + 4 ⇒ (7, 2) + 4 = 132d8 + 4 ⇒ (8, 2) + 4 = 14

27 piercing damage to Baldrek and another save against Serpentfolk Venom.


CN male grippli rogue 6 HP 60/66 | AC 23 | F +10 R +14 W +14 | Perc +14 | Stealth +14 Speed 25 ft | focus 2/2| Hero 1 | Active Conditions:

Pilzip dances in to slash at the serpentfolk.

I think he's still flat-footed to me due to my Recall Knowledge roll

shortsword: 1d20 + 15 ⇒ (15) + 15 = 30 for slashing: 2d6 ⇒ (5, 5) = 10 and sneak: 2d6 ⇒ (5, 2) = 7

shortsword: 1d20 + 15 - 4 ⇒ (13) + 15 - 4 = 24 for slashing: 2d6 ⇒ (2, 2) = 4 and sneak: 2d6 ⇒ (5, 6) = 11

In case I'm in the poison...
Fortitude: 1d20 + 10 ⇒ (7) + 10 = 17


CG | Male Half-Elf (Alijae) Bard 6 (Maestro) | HP: 68/68; | AC: 22 | F: +12; R: +13; W: +10 | Perception +10 | Hero Points: 1/1 | Exploration:

The creature's resistance to reason intimidates Ubasu who, when he raises his hands to throw another projectile at the serpentfolk, is somewhat reluctant to mirror the creature's aggression.

Action 1) Inspire Courage | Actions 2+3) Telekinetic Projectile
Strike: 1d20 + 13 ⇒ (3) + 13 = 16
Damage: 3d6 + 5 ⇒ (2, 3, 3) + 5 = 13


Male Human Magus 6 | AC 23 | HP 46/67| Fort +12, Ref +14, Will +10 | Perception +8 | Focus Points 1/2 |
Spell Slots:
Magus: 2nd - 2/2 , 3rd - 2/2; Wizard: 1st: 1/1, 2nd: 1/1

Patizamo again weaves magic into his blade, and strikes at the serpentfolk as he tries to bring it low with magical combination. He then conjures forth a shield of force.

Actions 1&2: Spellstrike with Gouging Claw. Action 3: Cast shield.

Spellstrike vs flat-footed, IC: 1d20 + 15 + 1 ⇒ (3) + 15 + 1 = 19
Damage, Arcane Cascade, IC: 2d6 + 1 + 3 + 1 ⇒ (5, 4) + 1 + 3 + 1 = 14
Gouging Claw Damage: 3d6 + 3 ⇒ (2, 5, 1) + 3 = 11

AC is 24.


Male N human fighter 3 | HP: 13/20 | AC: 17 (12 Tch, 15 Fl) | CMB: +7*, CMD: 17* | F: +5, R: +3, W: +1* | Init: +4 | Perc: +2, SM +3 | Speed 30 ft. |
Abilities:
Hit Dice 2/2 | Martial Focus 1/1 | Stamina 4/4
| Active conditions: none.

Fortitude: 1d20 + 13 ⇒ (12) + 13 = 25 Initial save
Fortitude: 1d20 + 13 ⇒ (8) + 13 = 21 Damage: 2d4 ⇒ (4, 3) = 7

The poison takes a toll on Baldrek's moves, making him increasingly weak. He stabs before stepping back and trying to deal with the poison.

Strike, enfeebled, IC: 1d20 + 17 - 1 + 1 ⇒ (3) + 17 - 1 + 1 = 20
Damage, enfeebled, IC: 2d10 + 3 - 1 + 1 ⇒ (7, 7) + 3 - 1 + 1 = 17

Treat Poison: 1d20 + 15 ⇒ (4) + 15 = 19 Success, +2 on next save

The Exchange

Male Elf Male NG elven (oread) conjurer 6 | HP: 60/60 | AC: 20, F: +10, R: +12, W: +13 | Perc: +11, darkvision, low light vision | Speed 30 ft. | Active conditions: None

The serpentfolk seemed close to unstoppable in some ways, but Mokhasi kept up the assault warily.

Guidance on Ubasu

produce flame, inspire courage: 1d20 + 12 + 1 ⇒ (13) + 12 + 1 = 26
produce flame damage, inspire courage: 3d4 + 4 + 1 ⇒ (3, 1, 3) + 4 + 1 = 12


Baldrek and Patizamo both miss, but Pilzip stabs the serpentfolk twice, and Mokhasi's fire finishes off the serpentfolk! It falls, and the venom pool disperses.

With the fight over, you are able to investigate the desk. The scattered papers on the desk are Magistrate-Mayor Asanda’s notes about the other members of Nantambu’s Governing Council and general governance in Nantambu.

The metal journal is locked, but Pilzip is able to pick the locks with a bit of work. The journal belongs to the serpentfolk leader, Salathiss, and it describes an artifact known as the Vesicant Egg. It doesn’t detail how he heard about it but describes that the egg is being held in an out-of-the-way laboratory on the Magaambya campus by a professor named Koride Ulawa.

The journal contains several diagrams and notes about the Vesicant Egg from hands-on study. Salathiss first assumed it to be some unusual type of snake egg, hoping that it might somehow hold the key to resurrecting the serpentfolk’s dead god Ydersius, but Salathiss soon realized that it’s an insect egg. As the egg is entirely immune to damage, Salathiss assumes it’s an artifact of some kind, and thus might be of use once he learns more about it.

The journal describes Salathiss’s technique of infiltrating the school through the unused storage area, in which he’d placed a few guardians, and using passwall to enter the laboratory where the egg is stored late at night. Salathiss proudly notes that no one on campus, not even Koride, has figured out why he was there; he notes “The fool doesn’t even realize the power she has access to, and she keeps it as a bauble.” Nevertheless, some “meddling students” recently blundered into the storage rooms and dispatched his guardians, putting the Vesicant Egg out of Salathiss’s reach for now.

In the second half of the journal, Salathiss writes on what he understands about Nantambu’s governance from talking to Magistrate-Mayor Asanda and reading his papers. Salathiss’s ambitions are plainly growing. He seems to be studying these to emerge as the ruler of Nantambu instead of hiding in the mansion. Salathiss calls this his “greatest role” and speaks of the power he will wield.


CN male grippli rogue 6 HP 60/66 | AC 23 | F +10 R +14 W +14 | Perc +14 | Stealth +14 Speed 25 ft | focus 2/2| Hero 1 | Active Conditions:

"Huh! Well, two big pieces of news."

Do we have a way to send a message to Prof. Ulawa? Like a raven figurine or something?

"Should we try to stop this Salathiss now? He's plainly dangerous."

The Exchange

Male Elf Male NG elven (oread) conjurer 6 | HP: 60/60 | AC: 20, F: +10, R: +12, W: +13 | Perc: +11, darkvision, low light vision | Speed 30 ft. | Active conditions: None

Mokhasi thinks carefully, "yes, but I am running low on more potent spells. We should consider resting sooner than later. If this Salathiss is as dangerous as the other serpentfolk, we are in for a large challenge."

He shakes his head, after retrieving his notebook where he's catalogued their finds, "I do not see anything like a raven figurine in any of our sacks, and I have not endeavored to make one. Perhaps we can run quickly?"

We only found a rainbow leopard figurine.


Male N human fighter 3 | HP: 13/20 | AC: 17 (12 Tch, 15 Fl) | CMB: +7*, CMD: 17* | F: +5, R: +3, W: +1* | Init: +4 | Perc: +2, SM +3 | Speed 30 ft. |
Abilities:
Hit Dice 2/2 | Martial Focus 1/1 | Stamina 4/4
| Active conditions: none.

Baldrek lets the others investigate while he takes a look on his own wounds. The poison is still taking course through his veins and weakening him, bu eventually he recovers, even if still very wounded.

Fortitude: 1d20 + 13 ⇒ (2) + 13 = 15 Damage: 2d4 ⇒ (3, 4) = 7
Treat Poison: 1d20 + 15 ⇒ (20) + 15 = 35

Fortitude, Bonus: 1d20 + 13 + 4 ⇒ (12) + 13 + 4 = 29

Treat Wounds: 1d20 + 15 ⇒ (11) + 15 = 26
Heal: 2d8 + 15 ⇒ (5, 4) + 15 = 24


Deciding to exercise discretion, you make your way out of Asanda's manor and back to the Magaambya in order to rest and recover from the day's ordeals. You have some time to make plans or purchases before returning to put a stop to Salathiss's plans.


CN male grippli rogue 6 HP 60/66 | AC 23 | F +10 R +14 W +14 | Perc +14 | Stealth +14 Speed 25 ft | focus 2/2| Hero 1 | Active Conditions:

Pilzip picks up a lesser antidote at the commissary.

"Any plans for confronting the imposter?" he asks his fellow students.

The Exchange

Male Elf Male NG elven (oread) conjurer 6 | HP: 60/60 | AC: 20, F: +10, R: +12, W: +13 | Perc: +11, darkvision, low light vision | Speed 30 ft. | Active conditions: None

I think we need to figure out treasure ASAP. We've got piles of stuff and no idea what to do with it. I don't know how much money we have, even.

Mokhasi has been quiet, and he just adds, "I do not know. If we could research his home in advance, it may give us a small advantage. Protection against poison for each person seems wise. Lastly, these serpentfolk seem to hypnotize people, yes? Can we protect our minds from such intrusion somehow?"

If Mokhasi can use knowledge to figure such out, he will.

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