GAMEDAY #8-25: Unleashing the Untouchable - GM Nowruz (Inactive)

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shaventalz wrote:
Those don't seem to be powers we've identified as belonging to Axiomites. Can we tell what they just did? Was that movement a spell, or some kind of non-racial ability?

They are high level time oracles! ;-)


Kyron the Evoker wrote:
GM Nowruz wrote:

@Kyron: CL checks for SR are done separately for each target. I assume the roll you made is for Vector and will roll for the Axiomites.

[dice=caster level check vs SR orange] 1d20 + 14 + 2 + 2 + 2 + 4
[dice=caster level check vs SR red] 1d20 + 14 + 2 + 2 + 2 + 4

Oops, good point! I also spotted I'd used Grand Destiny on the roll vs Vector and then forgot to add the bonus to the dice roll.

Before I post my fort save, it looks like Vector and the axiomites only made one save each vs my spell, but as it had Persistent meta-magic applied to it they would need to save twice and take the worst result.

I was also wondering about the damage that Kyron seems to have taken (-4 and -10 to the stoneskin), is that a copy and paste error as I didn't think he had been hit by anything other than the thing that the axiomites have just done?

OOps, sorry about that!


GM Nowruz wrote:
shaventalz wrote:
Those don't seem to be powers we've identified as belonging to Axiomites. Can we tell what they just did? Was that movement a spell, or some kind of non-racial ability?
They are high level time oracles! ;-)

Ergh. Makes sense for the kind of aides Vector would have on hand, though.

The oracle movement isn't 1/d or anything, and Vector has at-will Greater Teleport, so Resilient Sphere isn't going to help that much. Shame. I'd hoped that would be useful with our somewhat-lacking front line.

Those levels also put their Will save into "try targeting something else" territory.

As far as we can tell, the Axiomites do NOT have Freedom of Movement up? Just Haste and True Seeing? I'm wondering about arcane bond for Grasping Hand - a grappling force effect seems like a decent counter to incorporeal medium-sized casters.
EDIT: But it looks like grappling calls out spells and SLAs, not (Su) abilities. Which the Time Oracle's teleportation is. So maybe not that either.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

I like using the Time Hop / Erase from Time combination with my Time oracle for dealing with annoying spell casters! Time Hop is 10 feet per level per day and Erase for Time is once per day or twice per day once you get to level 11 (Unless you have a FCB which lets you increase uses per day for revelations).

Scarab Sages

M Aasimar Archivist 14 | HP 129/129 | AC 25 T 14 FF 21 CMD 24 | Speed 30' | F +16 R +21 W +16** | Init +9 | Per +21 | Performance 35/36 | Probable Path 2/2 | Reroll 1/1 | Lore Master 3/3| Spells 6/7, 5/7, 5/5, 5/5, 3/3 |Active: Heroism, Heightened Awareness

As a note, Daathiel's Naturalist performance only boosts saves against innate abilities of creatures, not class-based abilities. So if he switches to advise against axiomites at some point, the save bonus won't apply to their Oracle abilities.

For now, it's against aeverut inevitables. And I keep forgetting to note the +1d6 sonic damage for attacks.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

I had added haste but then saw we were slowed. So removed from all the attack rolls, but missed it in the OOC comment.


Fendahl Silvermane wrote:

I had added haste but then saw we were slowed. So removed from all the attack rolls, but missed it in the OOC comment.

Also, I think that confirmation roll was made using the iterative bonus rather than the full bonus.

Scarab Sages

M Aasimar Archivist 14 | HP 129/129 | AC 25 T 14 FF 21 CMD 24 | Speed 30' | F +16 R +21 W +16** | Init +9 | Per +21 | Performance 35/36 | Probable Path 2/2 | Reroll 1/1 | Lore Master 3/3| Spells 6/7, 5/7, 5/5, 5/5, 3/3 |Active: Heroism, Heightened Awareness

Naturalist gives a +3 insight bonus to attacks against Vector (but not damage - that is +1d6 sonic).

Rajah benefits if he can understand Common.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Thanks! Fendahls two swings are at +3 (46 and 29 ) confirm at +3+5 (32)

After removing haste that changed roll order.

He Probably hit on first but not confirmed and missed on second…

sonic : 1d6 ⇒ 6

Rajah does not understand common. No change there.


I'm going to try trading turns with Vector. SLAs have no somatic or verbal components, so he can probably still use Freedom of Movement while paralyzed. However, it would lower his AC for Caduceus, Fendahl, and Rajah, plus require him to use his standard action next turn to break free rather than attack. And if Rajah's grab connected, grappled does (attempt to) restrict SLAs, so there might be some side benefits.

There are stairs on the map. Is the forge (D8) higher or lower than D2?

Also, don't forget that Elemental Might applies to attacks and AC - I think that also got missed in Fendahl's attacks.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Definitely waiting if paralysis or other debuff. I missed elemental might. What I listed as mythic was the +1 attack from Ragnori ‘s base elemental might benefit but not one of the 4 special uses. I missed if the released efreeti used any wish to buff us or just helping in combat.

Scarab Sages

M Aasimar Archivist 14 | HP 129/129 | AC 25 T 14 FF 21 CMD 24 | Speed 30' | F +16 R +21 W +16** | Init +9 | Per +21 | Performance 35/36 | Probable Path 2/2 | Reroll 1/1 | Lore Master 3/3| Spells 6/7, 5/7, 5/5, 5/5, 3/3 |Active: Heroism, Heightened Awareness

We all have 4 points of elemental might and can choose to expend them for various things. For each pont we have we get +10 HP and a +1 luck bonus to attacks, saves, skills checks, AC, and CL checks to beat SR. So right now it is +4 for all of us.

You could spend a point to automatically confirm the crit, but that would then reduce your remaining bonus to a +3.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Oh crud then all Fendahl and Rajah’s attacks were 3 higher. I thought each bullet was per point.


I’ll apply the bonuses when I resolve. But that will only be on Monday. :-/

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Thanks and sorry for the misunderstanding :)


I forget things all the time. :-D

D2 is lower than D8.


Does anyone else have a way to break Vector's regeneration? I've got Lichaam's arcane bond still, and I've got a scroll of communal align weapon. However, I'd prefer not needing to spend a 3rd level scroll on Nine of Twenty, tertiary adjunct of Axis district (0,1)

Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

Caduceus has Align Weapon. It's a Second Level spell, so I have plenty more castings.


Caduceus Via wrote:
Caduceus has Align Weapon. It's a Second Level spell, so I have plenty more castings.

Great, thanks. That means Lichaam can use his arcane bond in the fight, rather than saving it for post-battle cleanup.


So, here's a very specific question:

Lichaam has Battering Blast memorized. It's a force effect that deals damage, performs a bull rush attempt, and potentially knocks the target prone.

The Bull Rush maneuver says if you bull rush one creature into another, you make a second check to see if you manage to push the second creature.

So... what happens if he bull rushes a flying incorporeal creature into another flying incorporeal creature? Are they corporeal-ish to each other? Do they both get squeezed into the same space, and the force effect moves both? Can they be prone-and-flying? And the spell has special way to roll the bull rush attempt and its bonus, so how does that work with the second bull rush if that axiomite didn't actually get targeted by the spell directly?


I really am not a rules expert but here my two cents:

These incorporeal creatures are corporeal to each other I would say and force effects can push them into each other.

But they cannot fall prone in the air.

And you can use the same "CMB" roll for your spell similiar to a normal bull rush to see if the second is also pushed?


GM Nowruz wrote:

I really am not rules expert but here my two cents:

These incorporeal creatures are corporeal to each other I would say and force effects can push them into each other.

But they cannot fall prone in the air.

And you can use the same "CMB" roll for your spell similiar to a normal bull rush to see if the second is also pushed?

Close enough to what I was thinking.

I'm not sure if it's actually going to come up, but figured I should ask early just in case.


Super sorry that I have not posted yet but I am traveling and usually do not make GM posts from the phone.

So bear with me please until tomorrow.

Thanks


Remember that Lichaam is quite a ways up in the air, so if someone needs through (air walk charge?) I'm probably not in your way.

Vector seems to be burning his mythic points pretty freely, which is probably good for us.

As far as Kyron goes... either he's too high in the air for Vector to hit, or he can (probably) now get all three enemies within a 10' radius.


Forgot to mention that. Vector has a climb speed and is clinging to the wall with his legs so he is on the same level as Kyron.

Scarab Sages

M Elf Wizard 7 (Scroll Scholar) / Cyphermage 6 / Loremaster 1| HP 88/88 | AC 13 / 12T / 11FF / CMD 18 | Fort +11 / Ref +11 / Will +12 | Init +6 (always act in surprise) | Perception +19, detect scrying
GM Nowruz wrote:
Forgot to mention that. Vector has a climb speed and is clinging to the wall with his legs so he is on the same level as Kyron.

"Now I'm tempted to use one of my grease spells on the wall."

"Does conjuration foil count as a "countermeasure" for the aevarut's Slipstream ability?"

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

I can help but think that with all the attacks from a Fendahl and Rajah against the high AC and epic/DR of the endgame fight with Thanos ”All that for a drop of blood.“ :)


Lichaam Pisell wrote:
GM Nowruz wrote:
Forgot to mention that. Vector has a climb speed and is clinging to the wall with his legs so he is on the same level as Kyron.

"Now I'm tempted to use one of my grease spells on the wall."

"Does conjuration foil count as a "countermeasure" for the aevarut's Slipstream ability?"

I would rule that Vector would take the damage but they could make a caster level check as indicated in the ability so that they arrive where they wanted. In case the CL check is not successful the spell takes full effect.


Fendahl Silvermane wrote:
I can help but think that with all the attacks from a Fendahl and Rajah against the high AC and epic/DR of the endgame fight with Thanos ”All that for a drop of blood.“ :)

This is tough battle and they have not even started! :-/

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Lol - I know, that’s what worries me! :)

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Would Vector take damage on their go due to no longer having resistance to fire?

Also what Isah is up to?

I'm also loving that all of the bad guys clearly fear Kyron's formidable melee abilities which is obviously why they are needing to teleport to get inside of his reach and avoid the terrifying AoO which would be coming their way otherwise!

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

...and one last question: Do we know what the dashed circle in area D2 is?


Kyron the Evoker wrote:
...and one last question: Do we know what the dashed circle in area D2 is?

You can ignore that.

--

Thanks for the reminder. Rolled fire damage!

--

Isah is happily watching!

If you want something then tell him! ;-)


GM Nowruz wrote:


Immediate action to reroll with 1 mythic power 3/6 used; Reflex Vector

I think he's used 4 mythic points out of 7 now.

One for the reroll
One for Slipstream (since he attacked afterwards, this wasn't his standard-action Greater Teleport)
One for Amazing Initiative
According to the monster knowledge, the fake Sorrina cost a mythic point.


Yes, but he starts with 17 each day. No idea what he did with the others but the combat starts with 6. ;-)


GM Nowruz wrote:
Yes, but he starts with 17 each day. No idea what he did with the others but the combat starts with 6. ;-)

...whuh? OK then.

I'm just going to set the mythic rules down right here and back away slowly.

EDIT: The monster knowledge post says 7/day, and if the Sorrina bit is scripted to happen, it would make sense that the combat starts with 6 points.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Vector and friends are rolling spectacularly well on their saves at the moment. I hope they can't keep it up!


...I have MUCH more anti-incorporeal than I remembered.

Lichaam has a scroll of Force Sword that he can enhance, AND one of Spirit-Bound Blade. And the expensive focus for Mage's Sword. And a baby wand of Magic Missile.

He also prepared Battering Blast, two Magic Missiles, and two Resilient Spheres (one bouncing). Those were more for broad damage and crowd control if Kyron's elementballs weren't cutting it, though.

Scarab Sages

M Aasimar Archivist 14 | HP 129/129 | AC 25 T 14 FF 21 CMD 24 | Speed 30' | F +16 R +21 W +16** | Init +9 | Per +21 | Performance 35/36 | Probable Path 2/2 | Reroll 1/1 | Lore Master 3/3| Spells 6/7, 5/7, 5/5, 5/5, 3/3 |Active: Heroism, Heightened Awareness

I will get my turn up later tonight.
But anyone relying on Grand Destiny, do note that it is limited to just 3 rolls per recipient.


Does Daathiel expects to use Dispel Magic in most or every adventure? If so, and if you have access to material from the book "Alchemy Manual", I'd suggest looking at Myrrh. It's an optional material component for spells of the abjuration school. 2gp gives "+1 caster level for the purpose of caster level checks and dispel checks".

Full list is here.

Lichaam actually has a couple of uses of the stuff in his component pouch, but I don't think we can really transfer that stuff in combat - too many wasted actions.

Scarab Sages

M Aasimar Archivist 14 | HP 129/129 | AC 25 T 14 FF 21 CMD 24 | Speed 30' | F +16 R +21 W +16** | Init +9 | Per +21 | Performance 35/36 | Probable Path 2/2 | Reroll 1/1 | Lore Master 3/3| Spells 6/7, 5/7, 5/5, 5/5, 3/3 |Active: Heroism, Heightened Awareness

I really don't like the alchemical power component rules so I don't use them on any of my characters. Nor do I use clear ear, etc... basically just antiplague and antitoxin.


Daathiel wrote:
I really don't like the alchemical power component rules so I don't use them on any of my characters. Nor do I use clear ear, etc... basically just antiplague and antitoxin.

OK. Just wanted to point it out if you were unaware.

I can see some reasons why you might reject them, too. They're not even balanced between items in the same book (cold iron vs myrrh - only difference is price). Can't say there aren't bits of the rules that I refuse to take advantage of myself.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

Just to follow up on Daathiel's comment around the option of using Giant From II, I had a check on my goliath druid to look at the options available from the spell and assuming we'd want a huge giant form it looks like the options are: Athach, Great Cyclops, Giant (Cloud, Jungle, Moon, Ocean, Plague, Slag, Storm, Sun and Taiga), Saltwater Merrow, Papinijuwari, Jotund Troll.

In terms of notable special abilities: The troll gets - bite and claw attacks, can throw rocks and has regeneration 5 (acid or fire) with a 30 foot move speed; The sun giant gets immunity to fire, a slam attack and 50 foot move speed; The storm giant gets immunity to electricity, a swim speed, a slam attack and 50 foot move speed; The cyclops gets a gore attack, throws rocks and a 60 foot move speed; while the Athach gets a bite attack, throws rocks, has dark vision and a 50 foot move speed.

The troll would certainly be a solid option as it gives an extra bite attack on top of attacks from any weapon being wielded plus regeneration with the downside being it would be the slowest option (although as we are flying that is much less of a consideration). If we are expecting a lot of fire or electricity damage the storm or sun giants could be options as they each have immunity to one of those damage types, but I don't think we've seen anything so far to indicate either of those damage types could be a major factor (although storm giants also get extra points for fitting in better with the overall Ranginori theme).


Kyron the Evoker wrote:
...while the Athach gets a bite attack, throws rocks, has dark vision and a 50 foot move speed...

Note that Lichaam put Communal Darkvision up, so the vision is less of a concern.

Also, if Fendahl is 2-handing an expensive katana, the slam and claw attacks probably don't matter. I'd say go with something that has a bite or gore (for a secondary attack), or regeneration. As you pointed out, the Troll gets both. And if Fendahl needs to fly to reach most of the enemies anyway...

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

Fendahl would have to dismount Rajah if he gets larger.

Currently Rajaj is airwalking …


Fendahl Silvermane wrote:

Fendahl would have to dismount Rajah if he gets larger.

Currently Rajaj is airwalking …

Lichaam threw mass fly on everyone back here.

If you move at least half your speed during a turn, you don't need to make a Fly check. That would be minimum 20' or 30', depending on your armor.

Trying to fight while in midair, you'd probably need to make skill checks. For a Large creature under the effects of Giant Form, it would give a total skill bonus of +7 on top of whatever you've already got (and any other buffs, like good hope.) Huge would be a bonus of +5. Barely-move-then-attack is DC10, while hover-and-(full)-attack is DC15. Don't know how you feel about your chances with those numbers.

Giant Form II does allow Huge forms, like the aforementioned Athach or Jotund Troll. That would let you hit anything within 30' of the ground. So fast dismount and fly towards the ground and battle, then get big and slash once? Then keep swinging from the ground?

Silver Crusade

Paladin 4 / Oracle 8 AC 27 {T:13/FF:27} HP 116/116 Init+0, Perception +2 | Fort +15, Reflex +9, Will +19 | Tracked Resources: Oracle Channel 7d6 (DC 20) 6/7 | Paladin Channel 3d6 (DC 16) 9/9 | LoH 4d6+2 {+1d6 or Mercy} 11/12 | Reroll 1/1

Caduceus is about to drop Prayer next round, so that will be another +1 to any fly checks as well.


Just leaving a note in the gameplay thread, since turn-interrupting immediate actions are a bit more awkward in PbP.

Grand Lodge

Male Half-elf HP 130/130 (172 for troll) AC33(40 for troll) Touch 13 Flat 31; F+17 R+11 W+18(+2 ench,+4 fey) INIT+4 Perc+21 CMB+16 CMD+30 Lion Shaman 13/Samurai 1, {see in posts} Shape changed 1/5 Beads 0/3, Rerolls 0/3

We could try the giant form. Fast dismount is possible but not certain .

One question is what happens to gear (weapons, items, haversack)? Do they grow or become part of the new form? Having a huge weapon against the DR is better than a couple fists.

Rajah would fight on her own…having her larger and grappling is helpful but may not work against vector.

The Concordance

Elf Explosion Wizard 15:
Wizard (admixture) 15
| HP 122/122 | AC 13 / 13T / 10FF | Fort +15, Reflex +15, Will +17 (+2 vs enchantments), Immune: sleep | CMD 18 / 15 FF | Init +11 (+14 with HA) | Perc +30 | SM +4 | Speed 30' (flying 60') | Spells 1st 8/8, 2nd 8/8, 3rd 7/7, 4th 7/7, 5th 7/7, 6th 6/6 7th 4/4, 8th 3/3 | EM 15/15, VE 13/13 | Active Conditions: freedom of movement (constant)

The nice thing with the Giant Form spells is unlike the Beast Shape spells you get to keep your equipment, weapons and armour and it changes size with you. The only slight complication is with missile weapons which will change back to their original size when they leave your possession. The other important thing to remember is that Giant Form is a polymorph spell so you can’t have any other polymorph spells active at the same time (although it’s fine to have other non-polymorph transmutations active along side Giant Form).

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