Maximum Profit (Inactive)

Game Master Gilthanis

Downtime Tracker

Downtime Maps

Downtime Rules

Downtime Document


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Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

Mara enjoys the rest of the party then heads home at a polite time, actually quite tired.

Is it ok to start RPing going to Gwen's in the morning? And should I advance the day counter?


Female Human Witch 4 (Seasons-autumn) AC/T/FF: 17/13/14 HP: 26/26 F: +3 R:+3 W: +5 Init: +4 Perception: +7

I'm good to progress.


Next day is fine


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

After spending the night wherever she sleeps, Mara meets the others bright and early at their shop. Bringing coffee and bread, she shares with the others as they walk over to Gwendolyn's. Chatting about the weather, it's clear Mara isn't quite as carefree as she lets on, keeping a close eye on other members of the morning crowd and any dark alleys you pass.

Once at Gwendolyn's, she knocks on the door and plasters on her best we-are-amazing-business-people smile.


Female Human Witch 4 (Seasons-autumn) AC/T/FF: 17/13/14 HP: 26/26 F: +3 R:+3 W: +5 Init: +4 Perception: +7

The witch joins the others at the shop, rather tired and tousled. She takes the offered coffee with a smile of gratitude but doesn't eat, trying to revive from the night before. She pays little attention to anything until awake, and at Gwendolyn's Karita remains quiet.


Ah, sorry bout the mess…it’s been hectic trying to clean up after the past couple days as she lets you in the shop you see flour and other basic baking goods throughout the shop. You see a pair of shelves with dry ingredients strewn about. She takes a few minutes to tidy up as you meander.

So, here is the map I’ve promised you. Not very detailed, but it should do the trick. You seem more likely to have luck traversing the wilderness then I as she lets out a giggle.

I do wish you the best, and be careful out there. Is there anything else you need from me? I’ve made a little goodie bag to say thank you for even trying to help me out

Crude Map


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

Mara scoffs when Gwendolyn apologizes for the mess. "Have no concern whatsoever! Your shop is clearly busy and prosperous." She puts on a charming show of surprise and glee at the offered goodie bag, which is at least a little bit genuine, and follows up "Yes if there is anything you could tell us about the caravan crew or previous experiences on this route that would be most helpful."

She eyes the map and nods, trying to see if she knows anything about what to expect along this route.

K Geo: 1d20 + 1 ⇒ (10) + 1 = 11
K Hist: 1d20 + 1 ⇒ (19) + 1 = 20

She also consults with the others. "Do any of you know anything in particular about this route? Any special hazards or folk we should look out for?"


The crew is…and typically takes…there is always…

Mara searches her mind as Gwendolyn speaks about the route and crew. She doesn’t recall much about the geographical features other then it’s a fairly well traveled road. As far as the history of the route, it’s been used for about 20 years or so. There are multiple off the road spots to rest and should the weather take a turn for the worse, take appropriate shelter. Bandits are of course a potential threat, as well as hungry wolves and other natural predators should their hunger take priority.


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

Having spent a pleasant evening at the party Zen'Zot had returned to the shop and made a make shift bed in the cellar. Coming up stairs when Mara arrived and helped her get things ready.

At Gwendolyn's shop Zen'Zot let's Mara do the talking while he examines the various utensils and tools of Gwendolyn's trade.

At Mara's question Zen'Zot replies, "Well anything far enough from a city has the potential to acquire a centaur tribe or hunting party but then are just regular bandits like we encountered. Most animals generally do not approach caravans since the usually have fire with them."


Well I know the caravan usually has the one directing it as well as 2-3 others acting as guards depending on if they are carrying extra supplies for a different client. They could’ve had wheel trouble or some other issue I suppose… as she goes to finish cleaning a counter. If a wild animal is hungry enough, I presume nothing short of death would stop them from trying to get their meal. I don’t know about what type of bandits, as I’m not a well versed adventure such like yourselves I apologize


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

Mara thanks Gwendolyn. "That should be enough. We will find out what happened to your caravan and bring them home if we can."

I'm ready to go. How many days travel is this caravan route?


Female Human Witch 4 (Seasons-autumn) AC/T/FF: 17/13/14 HP: 26/26 F: +3 R:+3 W: +5 Init: +4 Perception: +7

I've no questions, so we can go whenever.


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

OCC: Are going to walk that extremely long path or were we able to keep the horses from our last bandit encounter? Oh and did we lose our fighter I have not seen them post in a while?


Skills:
Acrobatics +11, Alchemy +13, Disable Device +11, K: Arcana +7, K: Dungeon +7, K: Engin. +10, K: Geo. +7, K: History +7, K: Nature +7, K: Planes +7, K: Religion +7, Ling. +10, Perception +8, Sense Motive +5, Spellcraft +10
Melee:
[dice=Rapier Attack]d20+7[/dice][dice=Rapier Damage]d6+1[/dice][dice=Pistol Attack]d20+7[/dice][dice=Pistol Damage]d8[/dice][dice=Rapid Shot Pistol Attacks]d20+5[/dice][dice=Pistol Damage]d8[/dice]
N Aasimar [Garuda] Steel Hound Investigator; Init +6; HP 35/35; AC 18, Touch 14, FF 14, CMD 18; CMB +4; Fort +3, Reflex +8, Will +5; Perception (Darkvision) +8; 97 shots; Inspiration 5/5

Uwe arrives to the shop early in the morning and begins cleaning up to make it as presentable as possible before they travel.

I am around. I went to talk to the Dwarf, but I do not think that was noticed and so it stopped there. I am good to go whenever. Uwe is not skilled in riding, so he is good with walking and letting someone else ride the two horses.


figure out the horse/carriage/etc plan. Deduct required gold and it’s all good by me

You get in touch with Peter, and he gives you a couple names that could help you keep the doors to your shop open and tend to basic shop needs while you are away attending to Gwendolyn’s task. After a couple interviews you decide to go with a retired shop owner named Carlos. He assures you he can handle the basic customer and if something arises that he cannot handle he will tell the customer to return when the respective owners have returned.

You then gather your mounts, in whatever fashion they may be, and leave the city gates west bound along the route Gwendolyn described. The first day is uneventful, and the night is just as bland. The evening produces a cooling wind as it blows off the coast, as you hear crickets, and the occasional wolf howl off in the far far distance. There is no danger since the wolf howl was quite a ways away.

The second day you get an early start, as day breaks hoping to make good time. A few hours before the sun hits the highest point , you spot what looks to be a broken down caravan about 150-200 feet from your current location. When you approach, and close the gap…you spot what appears to be a body on the ground a handful of feet from the caravan.


Skills:
Acrobatics +11, Alchemy +13, Disable Device +11, K: Arcana +7, K: Dungeon +7, K: Engin. +10, K: Geo. +7, K: History +7, K: Nature +7, K: Planes +7, K: Religion +7, Ling. +10, Perception +8, Sense Motive +5, Spellcraft +10
Melee:
[dice=Rapier Attack]d20+7[/dice][dice=Rapier Damage]d6+1[/dice][dice=Pistol Attack]d20+7[/dice][dice=Pistol Damage]d8[/dice][dice=Rapid Shot Pistol Attacks]d20+5[/dice][dice=Pistol Damage]d8[/dice]
N Aasimar [Garuda] Steel Hound Investigator; Init +6; HP 35/35; AC 18, Touch 14, FF 14, CMD 18; CMB +4; Fort +3, Reflex +8, Will +5; Perception (Darkvision) +8; 97 shots; Inspiration 5/5

"Stop the carts! Attackers may be around." Uwe stands up and draws his blade as he looks for what may have attacked the caravan.

Perception: 1d20 + 8 ⇒ (10) + 8 = 18


(Uwe)

From your vantage point, you cannot tell for certain what attacked it, but can tell the cart is damaged, as it’s missing a wheel and tilted on a funny angle. On the ground away from the caravan, a bag sits, sliced towards the bottom as something white is laying on the ground.


Female Human Witch 4 (Seasons-autumn) AC/T/FF: 17/13/14 HP: 26/26 F: +3 R:+3 W: +5 Init: +4 Perception: +7

Perception: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24
Knowledge (geography): 1d20 + 10 + 4 ⇒ (9) + 10 + 4 = 23

Karita stays in her seat in the cart but eyes the surrounding terrain for a minute before finally hopping down. Kavius remains perched on her left shoulder, the cat looking about intently.

"I'm trying to remember what the terrain around here is like." The witch says, trying to dredge up memory. "As this could be bandits or it could be monsters that caused this."


(Karita)

You don’t see much other then dry grasses and small little shrines dotting the grass. The land is fairly flat, as you can see far in every direction. You look closely at the cart from far away or appears there are claw marks on the side of the cart that has the broken wheel and axle.

You’re guessing that a monster or animal had done this to the caravan.


Female Human Witch 4 (Seasons-autumn) AC/T/FF: 17/13/14 HP: 26/26 F: +3 R:+3 W: +5 Init: +4 Perception: +7

"Seems more like an animal or monster attack," the curly-haired witch notes. "Let me see if I can find their trail."

Survival, tracking: 1d20 + 2 ⇒ (20) + 2 = 22


(Karita)

You are easily able to pick up multiple sets of tracks leading south towards the rocky coastline. By your count, there are 3-4 quadrupeds and a couple humanoid creatures with them. You see drag mark, as well as splotches of blood in the dirt also heading in that direction.

follow?


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

Zen'Zot clambers down from the cart and approaches the wagon for an even closer inspection. Trying to ascertain the extent of the damage, was the wheel damaged purposefully or perhaps accidentally in a fight. He will also check to see if the wagon still contains any cargo to identify perhaps if this was indeed the wagon they were looking for.


Zen’Zot notices that the wheel and axle were broke in a scuffle. There are dusty spots that now contained goods/product. The sliced open bag did once contain flour as it now lies scattered on the ground as the light breeze blows it away as well as slowly blowing more from the sliced sack.


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

Zen'Zot will try to salvage as much of the flour still remaining as well as any other goods and move them to the carts.

I am assuming the critters that once pulled the wagon are no longer here or no longer alive or both. Also they usually replaced broken axles so unless there is spare axle in that wagon it most likely is not going anywhere for a long while. Like until someone arrives with a spare axle and wheel to replace the broken ones.


Zen you manage to spare about 50-60% of the flour. That’s the only container on or near the cart as the rest has been looted by whom you r whatever too the goods. The only thing left on the cart are dusty spots of where things used to be.


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

Mara is curious about the sliced open bag of flour. "Did the attackers think there was something hidden amongst the flour?" She takes a good look to see if the bag was sliced cleanly with a blade or if it might have been something more haphazard.

Then she motions to the others. "Let's follow the tracks?" If they agree, she summons Xerxes. "Fly overhead and try to look like a boring bird. I'll hold your things. Come down and signal us if you see something of note before we do."

The avian outsider objects while taking off his spectacles and waistcoat. "This is undignified! Most undignified! To pretend to be the near-brainless creatures you call birds!"

If Xerxes is flying overhead, here's his perception: 1d20 + 4 ⇒ (17) + 4 = 21


The bag had seemed to be torn open haphazardly, during the scuffle.

You travel for about 30-45 minutes as you come to a small cave entrance. There is a dim light coming from inside the cave.

orange globes are everburning torches, mounted to the wall about 10’ high. The caves ceiling ranges between 10-15’ in height. The ground is coarse dirt and earth, so balance isn’t an issue


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

Zen'Zot readies his crossbow and his shield.


Female Human Witch 4 (Seasons-autumn) AC/T/FF: 17/13/14 HP: 26/26 F: +3 R:+3 W: +5 Init: +4 Perception: +7

Karita pulls a wand from her sleeve and murmurs a word before tapping it to her chest. There is a brief glow about her and then it is gone. "Would anyone else like an hour's worth of magical protection? It's a simple mage armor spell." The witch offers.

Karita is now AC 17, touch 13, flat-footed 14.


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

"Ah nice but that would not benefit me, thanks anyway though."


Skills:
Acrobatics +11, Alchemy +13, Disable Device +11, K: Arcana +7, K: Dungeon +7, K: Engin. +10, K: Geo. +7, K: History +7, K: Nature +7, K: Planes +7, K: Religion +7, Ling. +10, Perception +8, Sense Motive +5, Spellcraft +10
Melee:
[dice=Rapier Attack]d20+7[/dice][dice=Rapier Damage]d6+1[/dice][dice=Pistol Attack]d20+7[/dice][dice=Pistol Damage]d8[/dice][dice=Rapid Shot Pistol Attacks]d20+5[/dice][dice=Pistol Damage]d8[/dice]
N Aasimar [Garuda] Steel Hound Investigator; Init +6; HP 35/35; AC 18, Touch 14, FF 14, CMD 18; CMB +4; Fort +3, Reflex +8, Will +5; Perception (Darkvision) +8; 97 shots; Inspiration 5/5

"Thank you for the offer, but save your charges as I have a protection prepared should Xerxes report back anything of note." Uwe says.


are you sending Xerxes in?


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

Mara motions for Xerxes to return and hands him his spectacles and waistcoat. "Well done. We'll take it from here."

He gives a sigh of relief as he dons his accoutrements. "Thank goodness. I thought you would use me as ballista fodder. While the harm is not permanent, I find it quite unsettling and painful." He then poofs away back to his home plane.

Mara mutters some unintelligible words and waves her left hand then a slight shimmer appears in front of her for one second before disappearing. She speaks into the space where it had been seen.

Terran:

"Go into the cave and see what you can see, looking especially for traps and creatures. Do not open any doors or do anything to give away your presence."

She explains to the others "That's an aether elemental. I don't know why but it's naturally invisible. So it will fly around in there and report back. Return immediately if they somehow notice your presence."

The small aether elemental is flying at more than half but less than full speed, so it has a +20 to stealth for being invisible but -5 for moving more than half speed. It has a +12 to fly so it can probably move around in there at or close to 110 ft per round since it's double-moving. I've given it instructions to see everything it can see without opening doors or giving itself away. It lasts 30 rounds. So it can probably cover a couple thousand linear feet of cave complex and have time to report back. As a backup, I've told it to return immediately if noticed.

Aether elemental stealth: 1d20 + 11 + 20 - 5 ⇒ (1) + 11 + 20 - 5 = 27 Haha. Well, hopefully that's good enough.


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

OCC: Dang nice pets you have ;) -- hopefully my skills at crafting will measure up to your skills at adventuring.


Mara’s elemental scout spots 4 wolves sleeping in one sections and two male humans, each wearing chain mail sleeping in another section of the cave. The humans appear to be sleeping. The wolves appear to be roaming around around their section of the cave.

black boxes are fine. I needed to shrink the cave is all


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

Thanks, Zen! I've definitely been impressed by the breadth of Zen's skills so far. It's fun to watch.

Mara relays this information to the others. "Alright then! Let's buff up and hit them all hard at the same time." Mara then conjures four, thick-bodied, squat beings made of earth.

Going to head in with four earth elementals leading the way while earth gliding, once the party is ready.


Skills:
Acrobatics +11, Alchemy +13, Disable Device +11, K: Arcana +7, K: Dungeon +7, K: Engin. +10, K: Geo. +7, K: History +7, K: Nature +7, K: Planes +7, K: Religion +7, Ling. +10, Perception +8, Sense Motive +5, Spellcraft +10
Melee:
[dice=Rapier Attack]d20+7[/dice][dice=Rapier Damage]d6+1[/dice][dice=Pistol Attack]d20+7[/dice][dice=Pistol Damage]d8[/dice][dice=Rapid Shot Pistol Attacks]d20+5[/dice][dice=Pistol Damage]d8[/dice]
N Aasimar [Garuda] Steel Hound Investigator; Init +6; HP 35/35; AC 18, Touch 14, FF 14, CMD 18; CMB +4; Fort +3, Reflex +8, Will +5; Perception (Darkvision) +8; 97 shots; Inspiration 5/5

Uwe casts his own ward and prepares to head towards the cave.

Cast Mage Armor. When we see the cave I will cast Shield.


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

Zen'Zot considers the situation and asks Mara, "Are you going to able to use your banner inside that cave, or should I bless everyone prior to going in?"


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

Mara eyes the cave. "I think I can manage it. There are men in armor in there and four wolves so it's not exactly tight."

Unless GM thinks it will be too tight. Zen, can that bless be spontaneously converted to a cure when we need it?


I forgot to put the 4 earth minions on there. If someone wants to add them that’s fine


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

OCC: Yes the Bless is a cleric spell but not a domain spell.

Zen'Zot nods and shoulders his shield and then with readied crossbow follows the frontliners.


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

Added earth elementals to the map.

Mara heads in behind Uwe and the earth elementals. As they near the wolves, the earth elementals spring up from the ground to attack.

Mara init, if it's time: 1d20 + 3 ⇒ (12) + 3 = 15


(Initiative everyone please)


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

Intiative: 1d20 + 2 ⇒ (19) + 2 = 21


Female Human Witch 4 (Seasons-autumn) AC/T/FF: 17/13/14 HP: 26/26 F: +3 R:+3 W: +5 Init: +4 Perception: +7

Initiative: 1d20 + 4 ⇒ (5) + 4 = 9


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

As Zen'Zot moves forward he notices the second cave entrance and asks Mara, "Should we be concerned about that opening, does it connect? Can they use it to get away or come at us from behind?"


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

I'm assuming that the earth elementals told me about that

Mara replies "Good point! The humans may be able to slip out that way if we aren't careful."


Male Dwarf Cleric of Torag 2 (Artifice-Industry) / Wizard 2 AC/T/FF: 17/13/15 HP: 33/33 F: +6 R:+3 W: +9 Init: +2 Perception: +3

Zen'Zot nods and replies, "Okay should we split our fronts and work them both thus using it to our advantage and if so who goes for the wolves and who goes for the humans?"


Skills:
Acrobatics +11, Alchemy +13, Disable Device +11, K: Arcana +7, K: Dungeon +7, K: Engin. +10, K: Geo. +7, K: History +7, K: Nature +7, K: Planes +7, K: Religion +7, Ling. +10, Perception +8, Sense Motive +5, Spellcraft +10
Melee:
[dice=Rapier Attack]d20+7[/dice][dice=Rapier Damage]d6+1[/dice][dice=Pistol Attack]d20+7[/dice][dice=Pistol Damage]d8[/dice][dice=Rapid Shot Pistol Attacks]d20+5[/dice][dice=Pistol Damage]d8[/dice]
N Aasimar [Garuda] Steel Hound Investigator; Init +6; HP 35/35; AC 18, Touch 14, FF 14, CMD 18; CMB +4; Fort +3, Reflex +8, Will +5; Perception (Darkvision) +8; 97 shots; Inspiration 5/5

Initiative: 1d20 + 3 ⇒ (1) + 3 = 4

"I will head deal with these humans and send one of the Elementals with me to help hold the line. The other three should be able to hold the dogs." Uwe suggests.


Female human summoner 4 | HP: 21/31 |Flagbearer: +1 morale to attack/damage/saves vs fear+charm | Summons left: 9/10 | Spells left: 1st 4/5 2nd 2/2 Current day: 22nd of Rova, 4777. Unspent downtime days: K: 0, M: 0, U: 0, Z: 0

Mara nods and sends one of the elementals with Uwe. "We'll try to finish the wolves quickly. All you have to do is hold the line. No heroics."

Moved it over to where I'd think Uwe would start on the map.

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